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2d10 for Skill Checks
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<blockquote data-quote="Guest 6801328" data-source="post: 7584850"><p>The part I should have mentioned (had I known somebody was going to model it...) is that a natural 12 on the d12 is an autosuccess, but a 1 is not an autofail.</p><p></p><p>And, yes, you can still roll with zero skill, which means you have exactly a 1/12 chance of pulling it off. </p><p></p><p>Other tidbits:</p><p> - The GM ("LM") may tell you that the action you want to attempt is not possible. So, no, it's not a 1/12 chance to successfully jump over the moon.</p><p> - Even though a 1 on the d12 isn't an autofail, a failure with a 1 on the d12 is sometimes extra special bad.</p><p> - If you succeed and get at least one 6 on a d6, that's a "great success". 2 or more 6's is an "extraordinary success". So, of course, not only does more skill increase your chance of success, it also increases your chances of great/extraordinary successes. (The meaning of which varies depending upon what you are trying to do. Sometimes it doesn't mean anything.)</p><p> - The game has a mechanic which lets you consume a precious resource to add a fixed number to your roll, after you roll. Because of the probability curve, it's rare that you fail by huge amounts, which means quite frequently even a few additional points are enough to put you over the top. This wouldn't work nearly as well with a flat curve.</p><p> - Oh, and sometimes you roll 2d12 and take the better (or lesser). TOR has no official name for this, but rumor has it this is where Mearles got the idea for Advantage/Disadvantage.</p><p></p><p>So the one dice pool, which again is the core mechanic in the entire game, can produce a big range of results.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7584850"] The part I should have mentioned (had I known somebody was going to model it...) is that a natural 12 on the d12 is an autosuccess, but a 1 is not an autofail. And, yes, you can still roll with zero skill, which means you have exactly a 1/12 chance of pulling it off. Other tidbits: - The GM ("LM") may tell you that the action you want to attempt is not possible. So, no, it's not a 1/12 chance to successfully jump over the moon. - Even though a 1 on the d12 isn't an autofail, a failure with a 1 on the d12 is sometimes extra special bad. - If you succeed and get at least one 6 on a d6, that's a "great success". 2 or more 6's is an "extraordinary success". So, of course, not only does more skill increase your chance of success, it also increases your chances of great/extraordinary successes. (The meaning of which varies depending upon what you are trying to do. Sometimes it doesn't mean anything.) - The game has a mechanic which lets you consume a precious resource to add a fixed number to your roll, after you roll. Because of the probability curve, it's rare that you fail by huge amounts, which means quite frequently even a few additional points are enough to put you over the top. This wouldn't work nearly as well with a flat curve. - Oh, and sometimes you roll 2d12 and take the better (or lesser). TOR has no official name for this, but rumor has it this is where Mearles got the idea for Advantage/Disadvantage. So the one dice pool, which again is the core mechanic in the entire game, can produce a big range of results. [/QUOTE]
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