Aussiegamer
First Post
Task Difficulty Classes
The Difficulty Class (DC) is a number set by the GM that reflects how easy or challenging any given task is to complete. Providing a list of sample DC’s is pointless because the DC of each task changes based on the situations involved. Walking across a tightrope may be a DC 15 task one time but may be a DC 12 task the next time (the GM decides the rope is thicker or more stable this time) or the DC may be 22 (a thinner rope with a stiff and erratic cross-breeze). The GM must take all variables into account when assigning a DC to a task and should endeavour to remain as consistent in selecting the DC of a task as possible. If the GM decides a “difficult” task has a DC of 20, then all “difficult” tasks should have a DC of 20. GMs should use Table 12-2: Difficulty Classes as a rough guideline when determining the DC of a task.
Table: Difficulty Classes
DC Task Difficulty
0 Extremely Easy
5 Easy
7 Simple
10 Average Difficulty
15 Above Average Difficulty
20 Difficult
25 Quite Difficult
30 Extremely Difficult
35 Supremely Difficult
40 Practically Impossible
The check is unsuccessful if the value is less than the DC. The greater the difference between the value and the DC, the greater the degree of success or failure (see Table 12-1: Degrees of Success).
Table: Degrees of Success
Roll is less than the DC by 15+ Overwhelming Failure
Roll is less than the DC by 7 to 14 Major Failure
Roll is less than the DC by 1 to 6 Failure
Roll is equal to or by up to 9 greater than the DC Success
Roll is greater than the DC by 10 to 19 Major Success
Roll is greater than the DC by 20+ Overwhelming Success
Natural Rolls
A roll of a natural 1 is considered to be a -10 die score for all checks and a natural 20 is considered to be a +30 die score.
Result to Skill Check or Ability Check
Overwhelming Failure: The reverse result occurs. Such as making some one hostile when trying to make them friendly etc. This adds -20 to the equipment failure check, if a natural 1 was rolled.
Major Failure: The result is far worse than just failing, some of the information might be false etc. This result adds -10 to the equipment failure check, if a natural 1 was rolled.
Failure: The check means just failed nothing else bad occurs.
Success: The check succeeds, but no bonus occurs to the result.
Major Success: A better result that allows for more information or such to occur. Adds +10% to the damage, if a natural die for a critical was rolled.
Overwhelming Success: The result is the best you could very get. This is a critical hit, if a natural die for a critical was rolled.
Opposed Checks
Some skills are an opposed check, not a check against a set DC. Thus the opponents have to both have to roll their appropriate skill checks, with the initiator of the check having to equal or beat that of their opponent’s score.
Example:
One PC tries to persuade an NPC that they are allowed into the base. So the NPC rolls an Awareness check, scoring all up 22. The PC must now get a 22 on their persuade skill check, or better, or they have failed.
Combat
In combat if a natural 1 is rolled and the difference between the final number to hit and the AC of the target is below that of the AC, then a critical failure has occurred. The result modifier is applied to the equipment failure table when checked.
Critical Failures
If an attacker has a Major or Overwhelming Failure and an ally is within 2m (Major) 4m (Overwhelming)/ size of the weapon and the “To Hit” number is high enough to hit them. Then the ally has been struck by that attack.
Critical Hits
For a critical hit to occur:
The natural d20 roll must be the same as the critical number required for that weapon,
The result is above the armour’s critical check AC
If the result is a Major Success then weapon does 10% more damage than usual.
If the result is an Overwhelming Success then the weapon has done a critical hit.
Critical Check AC
Normally all armour’s Critical Check AC is exactly the same as the armour’s normal AC. Only when the armour has been “Fortified”, does then this number increase.
The armour’s “To Hit” AC remains the same, but the Critical Check AC is used for assessing if a Major or Overwhelming success has occurred or not.
I am looking to remove the critical hit confirmation roll from my system.
Thoughts?
The Difficulty Class (DC) is a number set by the GM that reflects how easy or challenging any given task is to complete. Providing a list of sample DC’s is pointless because the DC of each task changes based on the situations involved. Walking across a tightrope may be a DC 15 task one time but may be a DC 12 task the next time (the GM decides the rope is thicker or more stable this time) or the DC may be 22 (a thinner rope with a stiff and erratic cross-breeze). The GM must take all variables into account when assigning a DC to a task and should endeavour to remain as consistent in selecting the DC of a task as possible. If the GM decides a “difficult” task has a DC of 20, then all “difficult” tasks should have a DC of 20. GMs should use Table 12-2: Difficulty Classes as a rough guideline when determining the DC of a task.
Table: Difficulty Classes
DC Task Difficulty
0 Extremely Easy
5 Easy
7 Simple
10 Average Difficulty
15 Above Average Difficulty
20 Difficult
25 Quite Difficult
30 Extremely Difficult
35 Supremely Difficult
40 Practically Impossible
The check is unsuccessful if the value is less than the DC. The greater the difference between the value and the DC, the greater the degree of success or failure (see Table 12-1: Degrees of Success).
Table: Degrees of Success
Roll is less than the DC by 15+ Overwhelming Failure
Roll is less than the DC by 7 to 14 Major Failure
Roll is less than the DC by 1 to 6 Failure
Roll is equal to or by up to 9 greater than the DC Success
Roll is greater than the DC by 10 to 19 Major Success
Roll is greater than the DC by 20+ Overwhelming Success
Natural Rolls
A roll of a natural 1 is considered to be a -10 die score for all checks and a natural 20 is considered to be a +30 die score.
Result to Skill Check or Ability Check
Overwhelming Failure: The reverse result occurs. Such as making some one hostile when trying to make them friendly etc. This adds -20 to the equipment failure check, if a natural 1 was rolled.
Major Failure: The result is far worse than just failing, some of the information might be false etc. This result adds -10 to the equipment failure check, if a natural 1 was rolled.
Failure: The check means just failed nothing else bad occurs.
Success: The check succeeds, but no bonus occurs to the result.
Major Success: A better result that allows for more information or such to occur. Adds +10% to the damage, if a natural die for a critical was rolled.
Overwhelming Success: The result is the best you could very get. This is a critical hit, if a natural die for a critical was rolled.
Opposed Checks
Some skills are an opposed check, not a check against a set DC. Thus the opponents have to both have to roll their appropriate skill checks, with the initiator of the check having to equal or beat that of their opponent’s score.
Example:
One PC tries to persuade an NPC that they are allowed into the base. So the NPC rolls an Awareness check, scoring all up 22. The PC must now get a 22 on their persuade skill check, or better, or they have failed.
Combat
In combat if a natural 1 is rolled and the difference between the final number to hit and the AC of the target is below that of the AC, then a critical failure has occurred. The result modifier is applied to the equipment failure table when checked.
Critical Failures
If an attacker has a Major or Overwhelming Failure and an ally is within 2m (Major) 4m (Overwhelming)/ size of the weapon and the “To Hit” number is high enough to hit them. Then the ally has been struck by that attack.
Critical Hits
For a critical hit to occur:
The natural d20 roll must be the same as the critical number required for that weapon,
The result is above the armour’s critical check AC
If the result is a Major Success then weapon does 10% more damage than usual.
If the result is an Overwhelming Success then the weapon has done a critical hit.
Critical Check AC
Normally all armour’s Critical Check AC is exactly the same as the armour’s normal AC. Only when the armour has been “Fortified”, does then this number increase.
The armour’s “To Hit” AC remains the same, but the Critical Check AC is used for assessing if a Major or Overwhelming success has occurred or not.
I am looking to remove the critical hit confirmation roll from my system.
Thoughts?