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12-03-2018, 03:02 PM | #1 |
Join Date: Mar 2018
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Critical success/failure table, p 9
The text says this is weighted towards critical failures on very hard tasks.
But that is a misleading understatement... A 6d roll is the norm for attacks against a defending weapons master. for 6 dice: 14 and below = success; 24 and up = failure According to anydice.com, critical failure is therefore expected 28% of the time. for 8 dice: 20 and below = success; 28 and up = failure. And according to anydice.com, 28 and up should occur 54% of the time. That seems harsh. |
12-03-2018, 03:45 PM | #2 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Critical success/failure table, p 9
Note that the most common 8-die roll is against DX plus ST to jump a megahex (page 104). So an IQ 8 human (or IQ 10 with Acrobatics) maxes out their jumping potential after adding 3 points to either ST or DX.
Olympic class jumpers just take four levels of Acrobatics? http://www.hcobb.com/tft/new_spells.html#Talents
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-HJC Last edited by hcobb; 12-03-2018 at 04:03 PM. |
12-03-2018, 04:50 PM | #3 | |
Join Date: Dec 2017
Location: behind you
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Re: Critical success/failure table, p 9
Quote:
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Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
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12-07-2018, 06:42 AM | #4 | |
Join Date: Aug 2004
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Re: Critical success/failure table, p 9
Quote:
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Guy McLimore
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12-07-2018, 08:06 AM | #5 |
Join Date: Dec 2017
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Re: Critical success/failure table, p 9
There's some stuff you can't munchkin your way out of! Anyway, I thought these were the auto failure intervals, not the numbers that lead to dropped or broken weapons. Isn't that right?
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12-07-2018, 08:28 AM | #6 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Critical success/failure table, p 9
Quote:
The problem with this table is that success grows by three but failure only grows by two. So a 16 die roll of 44 is an automatic success and an automatic failure.
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-HJC Last edited by hcobb; 12-07-2018 at 08:34 AM. |
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12-07-2018, 10:09 AM | #7 |
Join Date: Dec 2017
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Re: Critical success/failure table, p 9
Good; leave it. I think if the GM makes you attempt a 16 die roll then he or she should be obligated to explain what it means for the roll to both succeed and fail.
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12-11-2018, 05:22 PM | #8 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Critical success/failure table, p 9
Problem is that the harder a task is the less the character's attributes and talents matter. At higher levels of difficulty it's just random chance.
BTW: If you must succeed and have a zero stat then add difficulty to the task so you can roll more dice. 2-dice auto succ: 2.78% 3-dice 4.63% 4-dice 5.40% 5-dice 5.88% 6-dice 6.08% 7-dice 6.12% 8-dice 6.07% So increasing the task from a 2-die roll to a 6-die roll more than doubles your chance of success. Or a more practical example: Grumpy the 2nd ST 11 DX 6(1) IQ 15 Quarter-staff(1d+2/1d) Plate armor(5) Staff I-IV, but no quarterstaff talent Not having the weapons talent increases his chance of hitting and he's immune to critical failures.
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-HJC Last edited by hcobb; 12-11-2018 at 08:37 PM. |
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