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(+)Changing From a DC Ladder to a Success Ladder
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<blockquote data-quote="doctorbadwolf" data-source="post: 8322425" data-attributes="member: 6704184"><p>Before I map out the percentages, now that you've helped me grok the sort of field of play, here, the reason I'm considering d12+d6 is that by making the "Action Die" and the "Rank Dice" separate types, I can more easily do stuff like say, "when you make a skill check that deals damage, mitigates damage, heals, etc, the result of your Action Die is the number used for that effect." Rather than asking for a second roll. Could even do things like, "Your damage/healing/whatever is equal to you Action Die. For each level of success you achieved, you can add 1 rank die from the roll of your choice." Doing so could allow for active defense to be a roll where your result on the success ladder reduced the dice pool of the effect you're defending against, rather than subtracting a number. It just opens up a lot of stuff I could playtest and tinker with to make the system dynamic without increasing complexity in unfun ways.</p><p></p><p>[spoiler=Mitigated Failure]<strong> </strong></p><p><strong>1d12</strong></p><p>7+ is 50%</p><p>8+ is 41%</p><p>9+ is 33%</p><p>10+ is 25%</p><p></p><p><strong>1d12+1d6 </strong></p><p>7+ is 79%</p><p>8+ is 71%</p><p>9+ is 62.5%</p><p>10+ is 54%</p><p></p><p><strong>1d12+2d6</strong></p><p>7+ 95%</p><p>8+ 91% (similar in feel to all d10s, so far)</p><p>9+ 87%</p><p>10+ is 81% (this puts it closer to the d6s)</p><p></p><p><strong>1d12+3d6</strong></p><p>7+ 99%</p><p>8+ 98.6%</p><p>9+ 97%</p><p>10+ 95%</p><p></p><p>Any difference no longer matters, in terms of getting past total failure. Anywhere from 8-10 feels good here. [/spoiler]</p><p></p><p>[spoiler=Mitigated Success]</p><p><strong>1d12</strong></p><p>11+ is 16.6%</p><p>12+ is 8.33%</p><p>13+ is impossible</p><p></p><p><strong>1d12+1d6</strong></p><p>11+ is 46%</p><p>12+ is 37.5%</p><p>13+ is 29%</p><p>14+ is 21%</p><p>15+ is 14%</p><p></p><p><strong>1d12+2d6</strong></p><p>11+ is 74%</p><p>12+ is 66%</p><p>13+ is 58%</p><p>14+ is 50%</p><p>15+ is 42%</p><p></p><p><strong>1d12+3d6</strong></p><p>11+ is 92%</p><p>12+ is 88%</p><p>13+ is 82.6%</p><p>14+ is 76.5%</p><p>15+ is 69.5%</p><p></p><p><strong>1d12+4d6</strong></p><p>11+ is 98%</p><p>12+ is 97%</p><p>13+ is 95%</p><p>14+ is 84%</p><p>15+ is 88.5%</p><p></p><p><strong>1d12+5d6</strong></p><p>11+ is 99.77%</p><p>12+ is 99.5%</p><p>13+ is 99%</p><p>14+ is 98%</p><p>15+ is 97%</p><p>[/spoiler]</p><p></p><p>[spoiler=Total Success]</p><p><strong>1d12</strong></p><p>cannot be achieved untrained or without some sort of help or bonus.</p><p></p><p><strong>1d12+1d6</strong></p><p>16+ is 8.3%</p><p>17+ is 4%</p><p>18+ is 1.4%</p><p>19+ is impossible</p><p>20+ is impossible</p><p></p><p><strong>1d12+2d6</strong></p><p>16+ is 33.5%</p><p>17+ is 26%</p><p>18+ is 19%</p><p>19+ is 13%</p><p>20+ is 8%</p><p></p><p><strong>1d12+3d6</strong></p><p>16+ is 62%</p><p>17+ is 54%</p><p>18+ is 46%</p><p>19+ is 38%</p><p>20+ is 31%</p><p></p><p><strong>1d12+4d6</strong></p><p>16+ is 84%</p><p>17+ is 78%</p><p>18+ is 72%</p><p>19+ is 65%</p><p>20+ is 57.5%</p><p></p><p><strong>1d12+5d6</strong></p><p>16+ is 95%</p><p>17+ is 92.5%</p><p>18+ is 89%</p><p>19+ is 85%</p><p>20+ is 80%</p><p>[/spoiler]</p><p></p><p>Okay, so...I looked at a few progressions using those numbers, had to clarify my goals a little in terms of which steps on the ladder have shorter or longer bands of numbers, decided that the 80% chance of total success (20+) is about the highest I want total success to get, and I think that the following could work.</p><p></p><p>1-9 Total Failure.</p><p></p><p>10-15 Mitigated Failure. Highest possible result without a rank die. With 1 rank you'll get this 37.5% of the time, 3 ranks goes up to 87%, and masters sit at 99.5%. This is the Master's effective floor, though technically total failures will still happen every once in awhile.</p><p></p><p>16-19 Partial Success. Rare with 1 rank, impossible with none. 3 ranks is 62%, 4 ranks 84%, 5 ranks 95%. That feels good for being the halfway mark of the ladder, splitting failures and success.</p><p></p><p>Still might increase the size of both mixed results, tbh, but for now it's good enough to playtest.</p><p></p><p>20+ can't be got without 2 ranks and it's less than 10% then. 3 ranks is still only 30.5%, then about 58%, then about 80%. I wish I could keep the rest of the spread but not jump quite as high with 5 ranks, but I just can't find a way to do it with this model, and it takes a decent amount to get there.</p><p></p><p>At CharGen, you will likely only have 2 or 3 specialties at 3 ranks, and none higher than that. You'll be rolling 1d12+1 or +2 most often, meaning you'll mixed results the vast majority of the time, though at 1 rank you'll need to angle for a bonus more often. </p><p></p><p>You also have a few skills (and can never gain more) that are "Accurate", which means you reroll 1's. Obviously it behooves you to specialise in these, which is why they come from origin and archetype. </p><p></p><p>Also, again, you can spend an Attribute Point, which you start with 12-13 of, and you regain only some of per rest, to just increase a check by one step on the ladder. You don't want to do this too much, unless you don't mind not being able to use special abilities or mitigate incoming trauma, or push the scene in the direction you want, etc. </p><p></p><p>I think this feels really good. I'll playtest and report back soon.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8322425, member: 6704184"] Before I map out the percentages, now that you've helped me grok the sort of field of play, here, the reason I'm considering d12+d6 is that by making the "Action Die" and the "Rank Dice" separate types, I can more easily do stuff like say, "when you make a skill check that deals damage, mitigates damage, heals, etc, the result of your Action Die is the number used for that effect." Rather than asking for a second roll. Could even do things like, "Your damage/healing/whatever is equal to you Action Die. For each level of success you achieved, you can add 1 rank die from the roll of your choice." Doing so could allow for active defense to be a roll where your result on the success ladder reduced the dice pool of the effect you're defending against, rather than subtracting a number. It just opens up a lot of stuff I could playtest and tinker with to make the system dynamic without increasing complexity in unfun ways. [spoiler=Mitigated Failure][B] 1d12[/B] 7+ is 50% 8+ is 41% 9+ is 33% 10+ is 25% [B]1d12+1d6 [/B] 7+ is 79% 8+ is 71% 9+ is 62.5% 10+ is 54% [B]1d12+2d6[/B] 7+ 95% 8+ 91% (similar in feel to all d10s, so far) 9+ 87% 10+ is 81% (this puts it closer to the d6s) [B]1d12+3d6[/B] 7+ 99% 8+ 98.6% 9+ 97% 10+ 95% Any difference no longer matters, in terms of getting past total failure. Anywhere from 8-10 feels good here. [/spoiler] [spoiler=Mitigated Success] [B]1d12[/B] 11+ is 16.6% 12+ is 8.33% 13+ is impossible [B]1d12+1d6[/B] 11+ is 46% 12+ is 37.5% 13+ is 29% 14+ is 21% 15+ is 14% [B]1d12+2d6[/B] 11+ is 74% 12+ is 66% 13+ is 58% 14+ is 50% 15+ is 42% [B]1d12+3d6[/B] 11+ is 92% 12+ is 88% 13+ is 82.6% 14+ is 76.5% 15+ is 69.5% [B]1d12+4d6[/B] 11+ is 98% 12+ is 97% 13+ is 95% 14+ is 84% 15+ is 88.5% [B]1d12+5d6[/B] 11+ is 99.77% 12+ is 99.5% 13+ is 99% 14+ is 98% 15+ is 97% [/spoiler] [spoiler=Total Success] [B]1d12[/B] cannot be achieved untrained or without some sort of help or bonus. [B]1d12+1d6[/B] 16+ is 8.3% 17+ is 4% 18+ is 1.4% 19+ is impossible 20+ is impossible [B]1d12+2d6[/B] 16+ is 33.5% 17+ is 26% 18+ is 19% 19+ is 13% 20+ is 8% [B]1d12+3d6[/B] 16+ is 62% 17+ is 54% 18+ is 46% 19+ is 38% 20+ is 31% [B]1d12+4d6[/B] 16+ is 84% 17+ is 78% 18+ is 72% 19+ is 65% 20+ is 57.5% [B]1d12+5d6[/B] 16+ is 95% 17+ is 92.5% 18+ is 89% 19+ is 85% 20+ is 80% [/spoiler] Okay, so...I looked at a few progressions using those numbers, had to clarify my goals a little in terms of which steps on the ladder have shorter or longer bands of numbers, decided that the 80% chance of total success (20+) is about the highest I want total success to get, and I think that the following could work. 1-9 Total Failure. 10-15 Mitigated Failure. Highest possible result without a rank die. With 1 rank you'll get this 37.5% of the time, 3 ranks goes up to 87%, and masters sit at 99.5%. This is the Master's effective floor, though technically total failures will still happen every once in awhile. 16-19 Partial Success. Rare with 1 rank, impossible with none. 3 ranks is 62%, 4 ranks 84%, 5 ranks 95%. That feels good for being the halfway mark of the ladder, splitting failures and success. Still might increase the size of both mixed results, tbh, but for now it's good enough to playtest. 20+ can't be got without 2 ranks and it's less than 10% then. 3 ranks is still only 30.5%, then about 58%, then about 80%. I wish I could keep the rest of the spread but not jump quite as high with 5 ranks, but I just can't find a way to do it with this model, and it takes a decent amount to get there. At CharGen, you will likely only have 2 or 3 specialties at 3 ranks, and none higher than that. You'll be rolling 1d12+1 or +2 most often, meaning you'll mixed results the vast majority of the time, though at 1 rank you'll need to angle for a bonus more often. You also have a few skills (and can never gain more) that are "Accurate", which means you reroll 1's. Obviously it behooves you to specialise in these, which is why they come from origin and archetype. Also, again, you can spend an Attribute Point, which you start with 12-13 of, and you regain only some of per rest, to just increase a check by one step on the ladder. You don't want to do this too much, unless you don't mind not being able to use special abilities or mitigate incoming trauma, or push the scene in the direction you want, etc. I think this feels really good. I'll playtest and report back soon. [/QUOTE]
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