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<blockquote data-quote="aramis erak" data-source="post: 9158409" data-attributes="member: 6779310"><p>There are two issues with difficulty and success rate...</p><p>issue 1: most player-only types don't realize that PC's are built on 18d atts and 7d skills, while normal people are 12d atts and 5d to 7d skills</p><p></p><p>Issue 2: poorly named difficulties, and based upon PC levels. In core skill, a PC will have 4d to 6d.</p><p>Using 1E as exemplar for simplicity. The issue isn't fixed in 2e, but there are isues with the open-ending that I don't want to fight into anydice nor brute force calculate in python or QB64 via iteration. In other words, Anydice's precision to nearest 0.01% is good enough.</p><table style='width: 100%'><tr><td>SW label</td><td>1e TN</td><td>RU & 2e TN</td><td>2e opp dice</td><td>Range</td><td>2d</td><td>3d</td><td>4d</td><td>5d</td><td>6d</td></tr><tr><td>Very Easy</td><td>5</td><td>3-5</td><td>1d</td><td>Point Blank</td><td>83.33%</td><td>98.15%</td><td>99.92%</td><td>100.00%</td><td>100.00%</td></tr><tr><td>Easy</td><td>10</td><td>6-10</td><td>2d</td><td>Short</td><td>16.67%</td><td>62.50%</td><td>90.28%</td><td>98.38%</td><td>99.82%</td></tr><tr><td>Moderate</td><td>15</td><td>11-15</td><td>3d-4d</td><td>Medium</td><td>0%</td><td>9.26%</td><td>44.37%</td><td>77.85%</td><td>93.92%</td></tr><tr><td>Difficult</td><td>20</td><td>16-20</td><td>5d-6d</td><td>Long</td><td>0%</td><td>0%</td><td>5.4%</td><td>30.52%</td><td>63.69%</td></tr><tr><td>(not labeled)</td><td>25</td><td></td><td></td><td></td><td>0%</td><td>0%</td><td>0%</td><td>3.24%</td><td>20.56%</td></tr><tr><td>Very Difficult</td><td>30</td><td>21-30</td><td>7d-8d</td><td></td><td>0%</td><td>0%</td><td>0%</td><td>0.01%</td><td>1.97%</td></tr><tr><td>(2e) Heroic</td><td>(35)</td><td>31+</td><td>9d+</td><td></td><td>0%</td><td>0%</td><td>0%</td><td>0%</td><td><0.01%</td></tr></table><p></p><p>My general take on labeled difficulties is they should be based upon normal person in their competent field.</p><p>The standard specialist is 4d in field; 2 from att and 2 from skill.</p><p></p><p>The task odds feel wrong for the labels - but replacing them with 4 points per makes it feel much more correct to me... note that this would also change range TNs down...</p><p>as that would make ... (% is for 4d specialist)</p><table style='width: 100%'><tr><td>Label</td><td>TN 4 per</td><td>% for 4d</td><td>Range</td></tr><tr><td>Very Easy</td><td>4</td><td>100.00%</td><td>Point Blank</td></tr><tr><td>Easy</td><td>8</td><td>97.30%</td><td>Short</td></tr><tr><td>Moderate</td><td>12</td><td>76.08%</td><td>Medium</td></tr><tr><td>Difficult</td><td>16</td><td>33.56%</td><td>Long</td></tr><tr><td>Very Difficult¹</td><td>20</td><td>5.40%</td><td></td></tr><tr><td>Formidable¹</td><td>24</td><td>0.08%</td><td></td></tr><tr><td>Staggering¹</td><td>28</td><td>0%</td><td></td></tr><tr><td>Heroic¹</td><td>32</td><td>0%</td><td></td></tr></table><p>¹: adjusted to be more consistent of a ladder</p><p></p><p>It's a case of a minor fail at the developer's level. </p><p></p><p>Note also, Hercules & Xena uses 8 attributes, 24 dice for them, and 10d for skills, max 2 per skill. It has a human range of 2d to 5d. Hercules himself is written with 24d atts 228d skills (90d of which are knowledge skills), max skill 13d over att. Herc also has a +8 mod to Strength - a gridle from dad...</p><p>The Thugs entry is 2d in 7 atts, 3d in one att (reflexes), and 1d in fighting over that. That gives an idea of the scope of the starting character, and all the key recurring non-deific characters from both series are statted in the players' book. It takes an approach of raising skills only.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9158409, member: 6779310"] There are two issues with difficulty and success rate... issue 1: most player-only types don't realize that PC's are built on 18d atts and 7d skills, while normal people are 12d atts and 5d to 7d skills Issue 2: poorly named difficulties, and based upon PC levels. In core skill, a PC will have 4d to 6d. Using 1E as exemplar for simplicity. The issue isn't fixed in 2e, but there are isues with the open-ending that I don't want to fight into anydice nor brute force calculate in python or QB64 via iteration. In other words, Anydice's precision to nearest 0.01% is good enough. [TABLE] [TR] [TD]SW label[/TD] [TD]1e TN[/TD] [TD]RU & 2e TN[/TD] [TD]2e opp dice[/TD] [TD]Range[/TD] [TD]2d[/TD] [TD]3d[/TD] [TD]4d[/TD] [TD]5d[/TD] [TD]6d[/TD] [/TR] [TR] [TD]Very Easy[/TD] [TD]5[/TD] [TD]3-5[/TD] [TD]1d[/TD] [TD]Point Blank[/TD] [TD]83.33%[/TD] [TD]98.15%[/TD] [TD]99.92%[/TD] [TD]100.00%[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Easy[/TD] [TD]10[/TD] [TD]6-10[/TD] [TD]2d[/TD] [TD]Short[/TD] [TD]16.67%[/TD] [TD]62.50%[/TD] [TD]90.28%[/TD] [TD]98.38%[/TD] [TD]99.82%[/TD] [/TR] [TR] [TD]Moderate[/TD] [TD]15[/TD] [TD]11-15[/TD] [TD]3d-4d[/TD] [TD]Medium[/TD] [TD]0%[/TD] [TD]9.26%[/TD] [TD]44.37%[/TD] [TD]77.85%[/TD] [TD]93.92%[/TD] [/TR] [TR] [TD]Difficult[/TD] [TD]20[/TD] [TD]16-20[/TD] [TD]5d-6d[/TD] [TD]Long[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]5.4%[/TD] [TD]30.52%[/TD] [TD]63.69%[/TD] [/TR] [TR] [TD](not labeled)[/TD] [TD]25[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]3.24%[/TD] [TD]20.56%[/TD] [/TR] [TR] [TD]Very Difficult[/TD] [TD]30[/TD] [TD]21-30[/TD] [TD]7d-8d[/TD] [TD][/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0.01%[/TD] [TD]1.97%[/TD] [/TR] [TR] [TD](2e) Heroic[/TD] [TD](35)[/TD] [TD]31+[/TD] [TD]9d+[/TD] [TD][/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]0%[/TD] [TD]<0.01%[/TD] [/TR] [/TABLE] My general take on labeled difficulties is they should be based upon normal person in their competent field. The standard specialist is 4d in field; 2 from att and 2 from skill. The task odds feel wrong for the labels - but replacing them with 4 points per makes it feel much more correct to me... note that this would also change range TNs down... as that would make ... (% is for 4d specialist) [TABLE] [TR] [TD]Label[/TD] [TD]TN 4 per[/TD] [TD]% for 4d[/TD] [TD]Range[/TD] [/TR] [TR] [TD]Very Easy[/TD] [TD]4[/TD] [TD]100.00%[/TD] [TD]Point Blank[/TD] [/TR] [TR] [TD]Easy[/TD] [TD]8[/TD] [TD]97.30%[/TD] [TD]Short[/TD] [/TR] [TR] [TD]Moderate[/TD] [TD]12[/TD] [TD]76.08%[/TD] [TD]Medium[/TD] [/TR] [TR] [TD]Difficult[/TD] [TD]16[/TD] [TD]33.56%[/TD] [TD]Long[/TD] [/TR] [TR] [TD]Very Difficult¹[/TD] [TD]20[/TD] [TD]5.40%[/TD] [TD][/TD] [/TR] [TR] [TD]Formidable¹[/TD] [TD]24[/TD] [TD]0.08%[/TD] [TD][/TD] [/TR] [TR] [TD]Staggering¹[/TD] [TD]28[/TD] [TD]0%[/TD] [TD][/TD] [/TR] [TR] [TD]Heroic¹[/TD] [TD]32[/TD] [TD]0%[/TD] [TD][/TD] [/TR] [/TABLE] ¹: adjusted to be more consistent of a ladder It's a case of a minor fail at the developer's level. Note also, Hercules & Xena uses 8 attributes, 24 dice for them, and 10d for skills, max 2 per skill. It has a human range of 2d to 5d. Hercules himself is written with 24d atts 228d skills (90d of which are knowledge skills), max skill 13d over att. Herc also has a +8 mod to Strength - a gridle from dad... The Thugs entry is 2d in 7 atts, 3d in one att (reflexes), and 1d in fighting over that. That gives an idea of the scope of the starting character, and all the key recurring non-deific characters from both series are statted in the players' book. It takes an approach of raising skills only. [/QUOTE]
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