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How do Saga skills work?
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<blockquote data-quote="Nifft" data-source="post: 3773435" data-attributes="member: 6562"><p>Let's not forget conditional modifiers though, including the Condition Track.</p><p></p><p>+30 to climb a wall means you can climb pretty much any wall you please. So what does a 30th level dude do? He climbs a wall of animated bones, in a hurricane of boiling blood, with a broken leg.</p><p></p><p>Basically, you should be doing the kind of heroic stuff that 1st level dudes can only dream about, in conditions that would make them stay home, hidden under their beds.</p><p></p><p>If that same system puts such tasks a mere 15-18 points away from where you start out (as a 1st level specialist), kudos to that system. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>- - -</p><p></p><p>Regarding opposed checks (because I agree that's where the interesting things happen), let's let all ties go to the PCs. That way we'll see the WORST it could be, right?</p><p></p><p>Perception vs. Stealth at 1st level, for PCs (A1, B1, C1, D1) vs. NPC Shlub (S1):</p><p></p><p>A1 (+13) vs. S1 (+0): 5.25% chance of PC failure</p><p>B1 (+7) vs. S1 (+0): 19.5% chance of PC failure</p><p>C1 (+2) vs. S1 (+0): 38.25% chance of PC failure</p><p>D1 (-4) vs. S1 (+0): 70% chance of PC failure</p><p></p><p>However, a party has <u>five</u> PCs. Let's say they're all type A1 specialists, just for kicks. Now the chance all five of them will make their Stealth checks is (.9475)^5 = 76.37%. That's only <strong>3:1</strong> odds that the <strong>party</strong> will succeed, despite a very significant resource outlay to get a ~95% chance of individual success.</p><p></p><p>What about a tight-knit party composed of just A1, B1 and C1? Their chance of <strong>party</strong> success is just <strong>47%</strong>. If we add in D1, that falls to a miserable <strong>14.2%</strong>, but a party with D1 in probably wouldn't bother.</p><p></p><p>A "strike team" party of two A1 and three B1 has a <strong>46.8%</strong> chance of success.</p><p></p><p><strong>And that's just against one guard.</strong> Guards can be paired for important locations. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Two guards is about the same as one guard with a +3.75 bonus on his roll. I say about the same because "roll twice, take better" disproportionately favors the high end -- your odds of ending up with a 20 are <u>higher</u> than your odds of ending up with a 19 -- but it doesn't actually grant any bonus, so the PCs can still obviate the guards roll.</p><p></p><p>- - -</p><p></p><p>Anyway, it's late. I hope I've made some sense. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3773435, member: 6562"] Let's not forget conditional modifiers though, including the Condition Track. +30 to climb a wall means you can climb pretty much any wall you please. So what does a 30th level dude do? He climbs a wall of animated bones, in a hurricane of boiling blood, with a broken leg. Basically, you should be doing the kind of heroic stuff that 1st level dudes can only dream about, in conditions that would make them stay home, hidden under their beds. If that same system puts such tasks a mere 15-18 points away from where you start out (as a 1st level specialist), kudos to that system. :) - - - Regarding opposed checks (because I agree that's where the interesting things happen), let's let all ties go to the PCs. That way we'll see the WORST it could be, right? Perception vs. Stealth at 1st level, for PCs (A1, B1, C1, D1) vs. NPC Shlub (S1): A1 (+13) vs. S1 (+0): 5.25% chance of PC failure B1 (+7) vs. S1 (+0): 19.5% chance of PC failure C1 (+2) vs. S1 (+0): 38.25% chance of PC failure D1 (-4) vs. S1 (+0): 70% chance of PC failure However, a party has [u]five[/u] PCs. Let's say they're all type A1 specialists, just for kicks. Now the chance all five of them will make their Stealth checks is (.9475)^5 = 76.37%. That's only [b]3:1[/b] odds that the [b]party[/b] will succeed, despite a very significant resource outlay to get a ~95% chance of individual success. What about a tight-knit party composed of just A1, B1 and C1? Their chance of [b]party[/b] success is just [b]47%[/b]. If we add in D1, that falls to a miserable [b]14.2%[/b], but a party with D1 in probably wouldn't bother. A "strike team" party of two A1 and three B1 has a [b]46.8%[/b] chance of success. [b]And that's just against one guard.[/b] Guards can be paired for important locations. :) Two guards is about the same as one guard with a +3.75 bonus on his roll. I say about the same because "roll twice, take better" disproportionately favors the high end -- your odds of ending up with a 20 are [u]higher[/u] than your odds of ending up with a 19 -- but it doesn't actually grant any bonus, so the PCs can still obviate the guards roll. - - - Anyway, it's late. I hope I've made some sense. :) Cheers, -- N [/QUOTE]
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