I think I've got a handle on what I want to do.
So, putting this together, this seems to be a first-pass summary of the difficulty value assignment on 5d6. I'm currently situations, or non-average people who might mean rolls of more or less than 5d6.
The difficulty value of a standard task that most people would succeed at 50% of the time is 18. Breaking a door down, climbing a tree, jumping the gap between two buildings, attempting to navigate official bureaucracy, or getting an excited dog to sit.
A look at the statistics will assist the GM in assigning appropriate difficulty levels. Consider the following facts:
- The average human attribute (without skill bonuses) is 5.
- This means that an average human adult will tend to roll between 5-30 on 5d6, with the most common result being 18.
- Because 5d6 is a bell-curve, the results will tend towards the average, and half of the time the average human will roll between 15 and 20.
So if you want a difficulty level that the average person would succeed at half the time (perhaps breaking down a regular door), you should set it at 18. Some significant “landmarks” are as follows:
[TABLE="width: 100%"] [TR] [TD="bgcolor: #e6e6ff"]
5
[/TD] [TD="bgcolor: #e6e6ff"]
Lowest possible roll
[/TD] [TD="bgcolor: #e6e6ff"]
Trivially easy; success guaranteed
[/TD] [/TR] [TR] [TD]
15
[/TD] [TD]
Low end of most rolls
[/TD] [TD]
[/TD] [/TR] [TR] [TD="bgcolor: #e6e6ff"]
18
[/TD] [TD="bgcolor: #e6e6ff"]
Average roll
[/TD] [TD="bgcolor: #e6e6ff"]
About 50% success rate
[/TD] [/TR] [TR] [TD]
20
[/TD] [TD]
High end of most rolls
[/TD] [TD]
[/TD] [/TR] [TR] [TD="bgcolor: #e6e6ff"]
30
[/TD] [TD="bgcolor: #e6e6ff"]
Highest possible roll
[/TD] [TD="bgcolor: #e6e6ff"]
Incredibly difficult; success unlikely
[/TD] [/TR] [/TABLE] More difficult tasks have a higher difficulty value. However, no matter how difficult a task, the exploding dice mean that there's always a chance, even if it's very small.
[TABLE="width: 100%"] [TR] [TD="bgcolor: #99ccff"] Sample Task
[/TD] [TD="bgcolor: #99ccff"] Difficulty Value
[/TD] [/TR] [TR] [TD="bgcolor: #e6e6ff"] Picking up a heavy book
[/TD] [TD="bgcolor: #e6e6ff"] 5
[/TD] [/TR] [TR] [TD] Hearing a loud voice just outside
[/TD] [TD] 10
[/TD] [/TR] [TR] [TD="bgcolor: #e6e6ff"] Breaking down a standard pine door
[/TD] [TD="bgcolor: #e6e6ff"] 15
[/TD] [/TR] [TR] [TD] Building a campfire
[/TD] [TD] 18
[/TD] [/TR] [TR] [TD="bgcolor: #e6e6ff"] Spotting a hidden compartment or door
[/TD] [TD="bgcolor: #e6e6ff"] 23
[/TD] [/TR] [TR] [TD] Picking a regular lock
[/TD] [TD] 25
[/TD] [/TR] [TR] [TD="bgcolor: #e6e6ff"] Swimming a fast-flowing river
[/TD] [TD="bgcolor: #e6e6ff"] 25
[/TD] [/TR] [TR] [TD] Building a starship engine
[/TD] [TD] 30
[/TD] [/TR] [TR] [TD="bgcolor: #e6e6ff"] Hacking into government systems
[/TD] [TD="bgcolor: #e6e6ff"] 40*
[/TD] [/TR] [/TABLE] *Obviously, unless additional dice are rolled, an average attribute with no trained skill will not be able to do this (excepting luck from exploding dice).