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Old 09-17-2024, 05:50 AM   #22
sekalo
 
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Join Date: Aug 2024
Default Re: attribute modifier vs/or xd6 rolls

Quote:
Originally Posted by TippetsTX View Post
I have difficultly groupings for discreet modifiers (maybe we can call these influencers) similar to those that I presented above for 'Degree of Difficulty' (xDice).

On the NEGATIVE end:
-1 to -3 is Slightly Harder
-4 to -6 is Moderately Harder
-7 to -9 is Significantly Harder (nearly impossible)

On the POSITIVE end:
+1 to +3 is Slightly Easier
+4 to +6 is Moderately Easier
+7 to +9 is Significantly Easier (trivial)

I don't think there's any value in going higher than +/-10 with incremental modifiers.

Here's another example for how I apply this in-game...

The PC needs to get into a locked room. The number of dice to be rolled reflects the unseen complexity of the mechanism (factors that the figure cannot control), but this can offset by the LOCKSMITH talent that his character has. Situational modifiers (factors that the figure can control) will also apply, however. The PC has finely made lockpicking tools which will add a fixed DX bonus to success (+1). In addition, the PC recently picked a similar lock so the GM rules that familiarity would grant another +3 to the roll. The makes the overall effort 'moderately easier' above the inherent complexity of the lock (4/DX adjusted to 3/DX due to the PC's talent).
Thank you - this does get me a good baseline on how to handle the modifiers.
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