Coming Agent's Guide for SCP RPG

A Target Number of 10 could be useful for unknown factors (Like trying to understand a esoteric anomaly) or for contests (like trying to shoot someone that's moving)

Meanwhile, the the extremes, Desperate (1) is good for difficult checks, like trying to hack a computer during a fight or escape the grasp of a giant anomaly. Risky (20) is good for repeatable checks where they will eventually succeed (Either at the cost of time or something else) or for reactions to enemy attacks. (Where "failure" means Success (You don't die) with Consequence (You become injured)

Skilled rolls are good for high skill checks, where the more skilled you are the more likely you are to succeed. (Target shooting, fixing a car)

So for the director, choosing a target number is all about what kind of outcome they expect based on the situation.

With that in mind, i might ask you: What Target Number would you give these checks?
1: Breaking down a door in an investigation.
2: Breaking down a door during a chase.
3: Breaking down while being shot at.
 

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A Target Number of 10 could be useful for unknown factors (Like trying to understand a esoteric anomaly) or for contests (like trying to shoot someone that's moving)

Ok here is what I dont understand in the car example.

Agent X was a marine sniper and high competency.

Agent Y is a practiced shooter and medium competency.

If the Target Number is a 10 they are both going to choose a d10 for the dice and then they both have a 10% chance of getting exactly 10. The marine sniper has no advantage over the less practices shooter.

Lets say Agent Z who occasionally goes to the range and considered low compantancy is also there. He gets a d12 so has a 8.3% chance to score a 10.

It feels like my high compantancy agent is not much better than my low compantancy agent.
 

Oh there's also a bonus +/- to the roll for higher competency. +1 for low, +2 for medium, +3 for high.

So in this case its probably best to roll a 1d12 for a target of 10, so you need to roll a 7-12 to succeed. And if its a skill roll of 5 the odds of success are basically guaranteed. (I think you'd need a 1 to fail with consequences)
 

Oh there's also a bonus +/- to the roll for higher competency. +1 for low, +2 for medium, +3 for high.

Got it. Maybe add that to the info graphic.

So in this case its probably best to roll a 1d12 for a target of 10, so you need to roll a 7-12 to succeed.

Now that I think i fully understand it I think the math works. My biggest concern would determine the odds for something can take a little bit of finger counting and may slow play as players try to figure the best dice amd GMs the correct target number.

On a Target Number of 13 as Medium if I roll a d12 i have a 16% chance to hit exact and cant fail. If I roll a d20 i have a 25% chance to hit exact but then I can fail. But doing that math in my head and then
debating the risk reward of it all might be a lot.

Its clever system, and for the right group it does fun things. The risk reward can build great tension.
 

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