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Old 06-26-2021, 04:28 PM   #1
JulianLW
 
Join Date: Apr 2019
Default Possible game mechanic for Cursed [-75]

Hey, y'all.

I'm bringing this up mostly out of curiosity. Looking at the Cursed [-75] disadvantage on B129, the description includes no concrete game effects. The write up for the Curse advantage in Psionic Powers is also entirely subjective. ("[T]hings immediately begin going horribly wrong ....").

Christopher Rice, in "Cursed Thou Art" in Pyramid 3/78 suggests that the GM should "'arbitrarily and maliciously make something go wrong' at least eight times per game session for Cursed characters."

I think it would be neat to have a very clear alternative for the Cursed disadvantage that could be used by GMs to make this a legitimate character trait a PC might be expected to take on without having to rely on the GM's whim, something that mirrors, for example, Ridiculous Luck [60] or the Impulse Buys versions of Destiny and Serendipity.

My first thought would be that Cursed [-75] could be construed to 1) make a character ALWAYS roll 3 times for any roll that applies to the character and ALWAYS take the worst result while 2) always making 17 or 18 a critical failure, regardless of effective skill.

Failures will become much more common and one out of about 25 rolls will end up being a Critical Failure, mental disadvantages will become almost impossible to control, etc. Actually, now that I've just made that assessment, it seems a bit mild....

Other ideas? I'd really like to hear from some of the folks who are more mathematically-inclined than I am; I have no idea if this is balanced or not for -75 points ....

Edit: How about if the Cursed character has a single red die that he always rolls with any success or reaction roll; if it comes up 6, the roll is automatically a failure? That dramatically increases the odds of terrible stuff - but is that too much for -75?

Last edited by JulianLW; 06-26-2021 at 04:47 PM.
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Old 06-26-2021, 05:34 PM   #2
Anthony
 
Join Date: Feb 2005
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Default Re: Possible game mechanic for Cursed [-75]

Having it work like one level of the Curse spell (modify all rolls by one point in a direction unfavorable to the character) is probably mechanically balanced but somewhat boring.
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Old 06-26-2021, 05:47 PM   #3
JulianLW
 
Join Date: Apr 2019
Default Re: Possible game mechanic for Cursed [-75]

Quote:
Originally Posted by Anthony View Post
Having it work like one level of the Curse spell (modify all rolls by one point in a direction unfavorable to the character) is probably mechanically balanced but somewhat boring.
Thanks for the input! But wouldn't +/- 1 point on all rolls be more like [-50]? I seem to remember this coming up on Christopher Rice's blog, trying to price a universal Blessed trait ....

Also, yes. I think it'd be more appropriate to have a slightly less predictable mechanic, something more like Luck rerolls. The player shouldn't be able to plan for the effects of a Curse.
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Old 06-26-2021, 08:03 PM   #4
Christopher R. Rice
 
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Location: Portsmouth, VA, USA
Default Re: Possible game mechanic for Cursed [-75]

Quote:
Originally Posted by JulianLW View Post
Thanks for the input! But wouldn't +/- 1 point on all rolls be more like [-50]? I seem to remember this coming up on Christopher Rice's blog, trying to price a universal Blessed trait ....
I wrote up Bless here. and Curse here.
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Old 06-27-2021, 09:12 AM   #5
JulianLW
 
Join Date: Apr 2019
Default Re: Possible game mechanic for Cursed [-75]

After looking at this thread:

http://forums.sjgames.com/showthread.php?t=132507

and this one:

http://forums.sjgames.com/showthread.php?t=132520

I think the mechanic that will probably fit Cursed [-75] the best is to ALWAYS have to roll one extra die any time the PC makes a roll (or whenever the GM rolls for her) and then take the WORST possible result. If I understand the mechanics (I'm not sure I do, though) outlined here ...

Quote:
Originally Posted by starslayer View Post
I am not a statistics major.

However, I think if we look at this mathematically we could likely determine what it is worth.

The big comparison would be to look at super-luck (force a three!) [100/level] and ridiculous luck (roll 4 times every 15 minutes).

First- discard any environment limitations (like 'must be explainable by luck'), GURPS does a really good job of unmarrying most advantages and disadvantages from 'built in' or 'inherit' limitations that in order to evaluate cost correctly we need to look at the advantage 'raw'.

I went and calculated out using anydice what the medians for respective levels of this advantage would be:
http://anydice.com/program/5305

Critical failures basically vanish with a single level, and the median die roll is an 8 rather than an 10.5.

That means that the first level of this advantage is worth roughly +3 to everything AND one level of luck (only to cancel critical failures).
3x DX! = 45
3x IQ = 60 (Since many skills are will or per based)
3x HT! = 21
Luck (only to cancel a critical failure) 5.

Total cost 131 points. Not too far off from the 100 originally quoted, but given that this is MORE useful due to its increase in critical successes I would say rounding it up to 150 points is more viable. (This assumes that it does NOT play into damage rolls if you want it to play into damage rolls then you have to add a cosmic follow up to all your attacks that increases damage by 3 points)

The second level is going to adjust your median by 4 levels, essentially eliminates critical failures, and radically increases critical successes..
4x DX! = 60
4x IQ = 80 (Since many skills are will or per based)
4x HT! = 28
ridiculous Luck (only to cancel a critical failure) 20.
Luck on every roll (only to try and get a critical) 100
288 points, so lets say 300.

The last level is basically 'every roll I make is a critical success', which translates to 'enough super-luck to cover all die rolls in a given adventure' which I believe Kromm eyeballed at 1200 points previously (12 levels).
Then it appears that that one extra die will bring most rolls down (or up) by an average of 2.5 making critical failures MUCH more likely and critical successes probably nonexistent. Damage (and reactions!) would also always be lowered by 2 or 3. This would be worth approximately -150, except that the worst effects can probably be mitigated by high skill, which I eyeball at about -50% (Mitigator -60%, Limited by Must Make Skill Roll -10%, for a result of -54%), bringing the price close to -75.

So, what do y'all think of this?

Cursed [-75]

The player is always the recipient of any random badness that happens to a party at the GM's discretion. More concretely, the PC or the GM always rolls one extra "curse die" with any roll affecting the PC - from reaction and damage rolls to attacks on the PC from NPCs to critical results tables - and must take the worst possible result for the PC. The GM selects results when multiple negative outcomes are possible.

EDIT: As I'm thinking this through, I realize that maybe the worst outcome here is that it makes Active Defense rolls VERY likely to fail..... This mechanic is pretty brutal. Try rolling 4d6 two dozen times and see how often you come up with a critical failure.

Last edited by JulianLW; 06-27-2021 at 10:25 AM.
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Old 06-27-2021, 10:14 AM   #6
Anaraxes
 
Join Date: Sep 2007
Default Re: Possible game mechanic for Cursed [-75]

Quote:
Originally Posted by JulianLW View Post
The player is always the recipient of any random badness that happens to a party at the GM's discretion. More concretely, the PC or the GM always rolls one extra "curse die" with any roll affecting the PC and must take the worst possible result.
I think you probably mean "worst possible result for the PC". (Most GM rolls affecting a PC will be for opponents, in which case the best possible result for the enemy would be the worst for the PC, while the "worst possible result" on the roll would be good for the PC.) You also might want to clarify which rolls are affected. (Does that mean damage rolls also get an extra die to skew the results? Skill checks? All 3d6 rolls that aren't damage, so including sense rolls, resistance rolls, reaction rolls, self-control rolls, etc. I assume you're thinking the last, but as long as you're writing a rule, might as well phrase it to cover the question.)

How about crit result tables? Those don't get strictly worse with increasing die rolls (usually it's more "distance from center"). Moving up or down one line might be worse than moving two; would the curse select the worst result in a range +/- the base 3d6 roll? There will be times when the worst result for the PC is going to be situational. (Walking a tightrope, losing your balance with a 7 might be more of a problem that losing your weapon with a 3.) If the goal is to eliminate GM whim, who makes that call? Just purely mechanical, even if that's not a "worse" result, so the curse occasionally makes the PC in fact lucky? (Not a huge wart, and easily overlooked by most groups, but players will notice.)
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Old 06-27-2021, 10:20 AM   #7
JulianLW
 
Join Date: Apr 2019
Default Re: Possible game mechanic for Cursed [-75]

Quote:
Originally Posted by Anaraxes View Post
I think you probably mean "worst possible result for the PC". (Most GM rolls affecting a PC will be for opponents, in which case the best possible result for the enemy would be the worst for the PC, while the "worst possible result" on the roll would be good for the PC.) You also might want to clarify which rolls are affected. (Does that mean damage rolls also get an extra die to skew the results? Skill checks? All 3d6 rolls that aren't damage, so including sense rolls, resistance rolls, reaction rolls, self-control rolls, etc. I assume you're thinking the last, but as long as you're writing a rule, might as well phrase it to cover the question.)

How about crit result tables? Those don't get strictly worse with increasing die rolls (usually it's more "distance from center"). Moving up or down one line might be worse than moving two; would the curse select the worst result in a range +/- the base 3d6 roll? There will be times when the worst result for the PC is going to be situational. (Walking a tightrope, losing your balance with a 7 might be more of a problem that losing your weapon with a 3.) If the goal is to eliminate GM whim, who makes that call? Just purely mechanical, even if that's not a "worse" result, so the curse occasionally makes the PC in fact lucky? (Not a huge wart, and easily overlooked by most groups, but players will notice.)
Yes to all this. The player ALWAYS rolls one extra "Curse Die" and gets the worst possible result for the PC, with the GM selecting results whenever multiple negative outcomes are possible, e.g. critical failure tables.

Do you think that's about right for -75? I'd love to hear from some experienced GM's and more math-savvy people what they think of this scheme. Too strong? Not enough? Need any tweaks?

Cursed [-75]

The player is always the recipient of any random badness that happens to a party at the GM's discretion. More concretely, the PC or the GM always rolls one extra "curse die" with any roll affecting the PC - from reaction and damage rolls to attacks on the PC from NPCs to critical results tables - and must take the worst possible result for the PC. The GM selects results when multiple negative outcomes are possible.

Last edited by JulianLW; 06-27-2021 at 10:26 AM.
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Old 06-27-2021, 11:59 AM   #8
TGLS
 
Join Date: Jan 2014
Default Re: Possible game mechanic for Cursed [-75]

Case A: Roll an extra die with every reaction roll. A 6 on the extra die indicates an automatic result of 3. The odds are as follows. First number is the result, second is normal odds of that result, third is the adjusted odds of that result.
Code:
3	0.46%	17.05%
4	1.39%	1.16%
5	2.78%	2.31%
6	4.63%	3.86%
7	6.94%	5.79%
8	9.72%	8.10%
9	11.57%	9.65%
10	12.50%	10.42%
11	12.50%	10.42%
12	11.57%	9.65%
13	9.72%	8.10%
14	6.94%	5.79%
15	4.63%	3.86%
16	2.78%	2.31%
17	1.39%	1.16%
18	0.46%	0.39%
Case B: Roll an extra die with every success roll. A 6 on the extra die indicates critical failure. The odds are as follows. First number is the number to succeed, second is normal odds of critical failure, third is the adjusted odds of critical failure.
Code:
3	25.93%	38.27%
4	16.20%	30.17%
5	9.26%	24.38%
6	4.63%	20.52%
7	1.85%	18.21%
8	1.85%	18.21%
9	1.85%	18.21%
10	1.85%	18.21%
11	1.85%	18.21%
12	1.85%	18.21%
13	1.85%	18.21%
14	1.85%	18.21%
15	1.85%	18.21%
16	0.46%	17.05%
Case C: Someone makes an attack on the PC and the PC attempts a defense roll. An extra die is rolled for both rolls; a 6 by the attacker indicates critical hit (and thus no defense roll) and a 6 by the PC indicates a missed defense roll (the further effects of criticals are ignored.) First column is attack skill, second column is defense, third is normal odds of hit, fourth is adjusted odds of hit.

Code:
4	4	1.82%	31.82%
4	5	1.77%	31.78%
4	6	1.68%	31.72%
4	7	1.55%	31.63%
4	8	1.37%	31.51%
4	9	1.16%	31.36%
4	10	0.93%	31.20%
4	11	0.69%	31.04%
4	12	0.48%	30.89%
4	13	0.30%	30.76%
4	14	0.17%	30.67%
4	15	0.09%	30.62%
4	16	0.03%	30.58%
5	4	4.54%	33.71%
5	5	4.42%	33.62%
5	6	4.20%	33.47%
5	7	3.88%	33.25%
5	8	3.43%	32.94%
5	9	2.89%	32.56%
5	10	2.31%	32.16%
5	11	1.74%	31.76%
5	12	1.20%	31.39%
5	13	0.75%	31.08%
5	14	0.43%	30.85%
5	15	0.21%	30.70%
5	16	0.09%	30.62%
6	4	9.09%	36.87%
6	5	8.83%	36.69%
6	6	8.40%	36.39%
6	7	7.76%	35.94%
6	8	6.86%	35.32%
6	9	5.79%	34.57%
6	10	4.63%	33.77%
6	11	3.47%	32.97%
6	12	2.40%	32.22%
6	13	1.50%	31.60%
6	14	0.86%	31.15%
6	15	0.43%	30.85%
6	16	0.17%	30.67%
7	4	15.90%	41.60%
7	5	15.45%	41.29%
7	6	14.70%	40.77%
7	7	13.58%	39.98%
7	8	12.00%	38.89%
7	9	10.13%	37.59%
7	10	8.10%	36.18%
7	11	6.08%	34.78%
7	12	4.20%	33.47%
7	13	2.63%	32.38%
7	14	1.50%	31.60%
7	15	0.75%	31.08%
7	16	0.30%	30.76%
8	4	25.45%	48.23%
8	5	24.73%	47.73%
8	6	23.53%	46.89%
8	7	21.72%	45.64%
8	8	19.20%	43.89%
8	9	16.20%	41.81%
8	10	12.96%	39.56%
8	11	9.72%	37.31%
8	12	6.72%	35.22%
8	13	4.20%	33.47%
8	14	2.40%	32.22%
8	15	1.20%	31.39%
8	16	0.48%	30.89%
9	4	36.81%	56.11%
9	5	35.76%	55.39%
9	6	34.03%	54.19%
9	7	31.42%	52.38%
9	8	27.78%	49.85%
9	9	23.44%	46.83%
9	10	18.75%	43.58%
9	11	14.06%	40.32%
9	12	9.72%	37.31%
9	13	6.08%	34.78%
9	14	3.47%	32.97%
9	15	1.74%	31.76%
9	16	0.69%	31.04%
10	4	49.07%	64.63%
10	5	47.69%	63.67%
10	6	45.37%	62.06%
10	7	41.90%	59.65%
10	8	37.04%	56.28%
10	9	31.25%	52.26%
10	10	25.00%	47.92%
10	11	18.75%	43.58%
10	12	12.96%	39.56%
10	13	8.10%	36.18%
10	14	4.63%	33.77%
10	15	2.31%	32.16%
10	16	0.93%	31.20%
11	4	61.34%	73.15%
11	5	59.61%	71.95%
11	6	56.71%	69.94%
11	7	52.37%	66.93%
11	8	46.30%	62.71%
11	9	39.06%	57.68%
11	10	31.25%	52.26%
11	11	23.44%	46.83%
11	12	16.20%	41.81%
11	13	10.13%	37.59%
11	14	5.79%	34.57%
11	15	2.89%	32.56%
11	16	1.16%	31.36%
12	4	72.70%	81.04%
12	5	70.64%	79.61%
12	6	67.22%	77.23%
12	7	62.07%	73.66%
12	8	54.87%	68.66%
12	9	46.30%	62.71%
12	10	37.04%	56.28%
12	11	27.78%	49.85%
12	12	19.20%	43.89%
12	13	12.00%	38.89%
12	14	6.86%	35.32%
12	15	3.43%	32.94%
12	16	1.37%	31.51%
13	4	82.24%	87.67%
13	5	79.92%	86.05%
13	6	76.04%	83.36%
13	7	70.22%	79.32%
13	8	62.07%	73.66%
13	9	52.37%	66.93%
13	10	41.90%	59.65%
13	11	31.42%	52.38%
13	12	21.72%	45.64%
13	13	13.58%	39.98%
13	14	7.76%	35.94%
13	15	3.88%	33.25%
13	16	1.55%	31.63%
14	4	89.06%	92.40%
14	5	86.54%	90.65%
14	6	82.34%	87.74%
14	7	76.04%	83.36%
14	8	67.22%	77.23%
14	9	56.71%	69.94%
14	10	45.37%	62.06%
14	11	34.03%	54.19%
14	12	23.53%	46.89%
14	13	14.70%	40.77%
14	14	8.40%	36.39%
14	15	4.20%	33.47%
14	16	1.68%	31.72%
15	4	93.60%	95.56%
15	5	90.96%	93.72%
15	6	86.54%	90.65%
15	7	79.92%	86.05%
15	8	70.64%	79.61%
15	9	59.61%	71.95%
15	10	47.69%	63.67%
15	11	35.76%	55.39%
15	12	24.73%	47.73%
15	13	15.45%	41.29%
15	14	8.83%	36.69%
15	15	4.42%	33.62%
15	16	1.77%	31.78%
16	4	96.33%	97.45%
16	5	93.60%	95.56%
16	6	89.06%	92.40%
16	7	82.24%	87.67%
16	8	72.70%	81.04%
16	9	61.34%	73.15%
16	10	49.07%	64.63%
16	11	36.81%	56.11%
16	12	25.45%	48.23%
16	13	15.90%	41.60%
16	14	9.09%	36.87%
16	15	4.54%	33.71%
16	16	1.82%	31.82%
Case D: Roll an extra die with every damage roll. Assuming a damage roll of 5d+1, the odds are as follows. The first column is damage dealt (ignoring any critical effects), the second is the regular odds of dealing that much damage, and the third is the adjusted odds of dealing that much damage.
Code:
6	0.01%	0.01%
7	0.06%	0.05%
8	0.19%	0.16%
9	0.45%	0.38%
10	0.90%	0.75%
11	1.62%	1.35%
12	2.64%	2.20%
13	3.92%	3.27%
14	5.40%	4.50%
15	6.94%	5.79%
16	8.37%	6.98%
17	9.45%	7.88%
18	10.03%	8.36%
19	10.03%	8.36%
20	9.45%	7.88%
21	8.37%	6.98%
22	6.94%	5.79%
23	5.40%	4.50%
24	3.92%	3.27%
25	2.64%	2.20%
26	1.62%	1.35%
27	0.90%	0.75%
28	0.45%	0.38%
29	0.19%	0.16%
30	0.06%	0.05%
31	0.01%	16.68%

Last edited by TGLS; 06-27-2021 at 12:24 PM.
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Old 06-27-2021, 12:11 PM   #9
JulianLW
 
Join Date: Apr 2019
Default Re: Possible game mechanic for Cursed [-75]

Quote:
Originally Posted by TGLS View Post
Snip!
Ökay. I'm sooo very much not the math guy. But it seems as though you're telling me that the 1 in 6 chance of a failure is an obvious death sentence. Am I interpreting this correctly? Because that's what it looks like to this English major.

But thank you so much for this analysis! I got no skillz and I could not ever have done this on my own!

What do you think about the extra die rolled mechanic? Does that seem about right for -75 points?
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Old 06-27-2021, 12:53 PM   #10
TGLS
 
Join Date: Jan 2014
Default Re: Possible game mechanic for Cursed [-75]

Quote:
Originally Posted by JulianLW View Post
What do you think about the extra die rolled mechanic? Does that seem about right for -75 points?
4d6 drop high/low based on the circumstance? That's a bit more reasonable. On the other hand it's generally more like a 1-3 point penalty/bonus.

Reaction rolls (adjusted is third column)
Code:
3	0.46%	1.62%
4	1.39%	4.17%
5	2.78%	7.25%
6	4.63%	10.11%
7	6.94%	12.35%
8	9.72%	13.27%
9	11.57%	12.89%
10	12.50%	11.42%
11	12.50%	9.41%
12	11.57%	7.02%
13	9.72%	4.78%
14	6.94%	2.93%
15	4.63%	1.62%
16	2.78%	0.77%
17	1.39%	0.31%
18	0.46%	0.08%
Success rolls:
Code:
4	1.85%	0.39%
5	4.63%	1.16%
6	9.26%	2.78%
7	16.20%	5.71%
8	25.93%	10.49%
9	37.50%	17.52%
10	50.00%	26.93%
11	62.50%	38.35%
12	74.07%	51.23%
13	83.80%	64.51%
14	90.74%	76.85%
15	95.37%	86.96%
16	98.15%	94.21%
Getting Attacked (ignoring critical hits)
Code:
4	4	1.82%	5.76%
4	5	1.77%	5.72%
4	6	1.68%	5.63%
4	7	1.55%	5.46%
4	8	1.37%	5.18%
4	9	1.16%	4.77%
4	10	0.93%	4.23%
4	11	0.69%	3.57%
4	12	0.48%	2.82%
4	13	0.30%	2.05%
4	14	0.17%	1.34%
4	15	0.09%	0.75%
4	16	0.03%	0.33%
5	4	4.54%	12.99%
5	5	4.42%	12.89%
5	6	4.20%	12.68%
5	7	3.88%	12.30%
5	8	3.43%	11.67%
5	9	2.89%	10.76%
5	10	2.31%	9.53%
5	11	1.74%	8.04%
5	12	1.20%	6.36%
5	13	0.75%	4.63%
5	14	0.43%	3.02%
5	15	0.21%	1.70%
5	16	0.09%	0.75%
6	4	9.09%	23.06%
6	5	8.83%	22.88%
6	6	8.40%	22.51%
6	7	7.76%	21.83%
6	8	6.86%	20.72%
6	9	5.79%	19.09%
6	10	4.63%	16.91%
6	11	3.47%	14.27%
6	12	2.40%	11.29%
6	13	1.50%	8.22%
6	14	0.86%	5.36%
6	15	0.43%	3.02%
6	16	0.17%	1.34%
7	4	15.90%	35.36%
7	5	15.45%	35.08%
7	6	14.70%	34.51%
7	7	13.58%	33.47%
7	8	12.00%	31.77%
7	9	10.13%	29.28%
7	10	8.10%	25.94%
7	11	6.08%	21.88%
7	12	4.20%	17.31%
7	13	2.63%	12.60%
7	14	1.50%	8.22%
7	15	0.75%	4.63%
7	16	0.30%	2.05%
8	4	25.45%	48.58%
8	5	24.73%	48.20%
8	6	23.53%	47.41%
8	7	21.72%	45.98%
8	8	19.20%	43.65%
8	9	16.20%	40.22%
8	10	12.96%	35.63%
8	11	9.72%	30.06%
8	12	6.72%	23.78%
8	13	4.20%	17.31%
8	14	2.40%	11.29%
8	15	1.20%	6.36%
8	16	0.48%	2.82%
9	4	36.81%	61.41%
9	5	35.76%	60.94%
9	6	34.03%	59.94%
9	7	31.42%	58.13%
9	8	27.78%	55.18%
9	9	23.44%	50.85%
9	10	18.75%	45.05%
9	11	14.06%	38.01%
9	12	9.72%	30.06%
9	13	6.08%	21.88%
9	14	3.47%	14.27%
9	15	1.74%	8.04%
9	16	0.69%	3.57%
10	4	49.07%	72.79%
10	5	47.69%	72.23%
10	6	45.37%	71.04%
10	7	41.90%	68.90%
10	8	37.04%	65.40%
10	9	31.25%	60.27%
10	10	25.00%	53.39%
10	11	18.75%	45.05%
10	12	12.96%	35.63%
10	13	8.10%	25.94%
10	14	4.63%	16.91%
10	15	2.31%	9.53%
10	16	0.93%	4.23%
11	4	61.34%	82.17%
11	5	59.61%	81.53%
11	6	56.71%	80.19%
11	7	52.37%	77.77%
11	8	46.30%	73.83%
11	9	39.06%	68.04%
11	10	31.25%	60.27%
11	11	23.44%	50.85%
11	12	16.20%	40.22%
11	13	10.13%	29.28%
11	14	5.79%	19.09%
11	15	2.89%	10.76%
11	16	1.16%	4.77%
12	4	72.70%	89.16%
12	5	70.64%	88.47%
12	6	67.22%	87.02%
12	7	62.07%	84.40%
12	8	54.87%	80.11%
12	9	46.30%	73.83%
12	10	37.04%	65.40%
12	11	27.78%	55.18%
12	12	19.20%	43.65%
12	13	12.00%	31.77%
12	14	6.86%	20.72%
12	15	3.43%	11.67%
12	16	1.37%	5.18%
13	4	82.24%	93.93%
13	5	79.92%	93.20%
13	6	76.04%	91.67%
13	7	70.22%	88.91%
13	8	62.07%	84.40%
13	9	52.37%	77.77%
13	10	41.90%	68.90%
13	11	31.42%	58.13%
13	12	21.72%	45.98%
13	13	13.58%	33.47%
13	14	7.76%	21.83%
13	15	3.88%	12.30%
13	16	1.55%	5.46%
14	4	89.06%	96.85%
14	5	86.54%	96.10%
14	6	82.34%	94.52%
14	7	76.04%	91.67%
14	8	67.22%	87.02%
14	9	56.71%	80.19%
14	10	45.37%	71.04%
14	11	34.03%	59.94%
14	12	23.53%	47.41%
14	13	14.70%	34.51%
14	14	8.40%	22.51%
14	15	4.20%	12.68%
14	16	1.68%	5.63%
15	4	93.60%	98.46%
15	5	90.96%	97.70%
15	6	86.54%	96.10%
15	7	79.92%	93.20%
15	8	70.64%	88.47%
15	9	59.61%	81.53%
15	10	47.69%	72.23%
15	11	35.76%	60.94%
15	12	24.73%	48.20%
15	13	15.45%	35.08%
15	14	8.83%	22.88%
15	15	4.42%	12.89%
15	16	1.77%	5.72%
16	4	96.33%	99.23%
16	5	93.60%	98.46%
16	6	89.06%	96.85%
16	7	82.24%	93.93%
16	8	72.70%	89.16%
16	9	61.34%	82.17%
16	10	49.07%	72.79%
16	11	36.81%	61.41%
16	12	25.45%	48.58%
16	13	15.90%	35.36%
16	14	9.09%	23.06%
16	15	4.54%	12.99%
16	16	1.82%	5.76%
5d6 Damage Rolls
Code:
5	0.01%	0.00%
6	0.06%	0.01%
7	0.19%	0.05%
8	0.45%	0.12%
9	0.90%	0.27%
10	1.62%	0.54%
11	2.64%	0.99%
12	3.92%	1.65%
13	5.40%	2.56%
14	6.94%	3.72%
15	8.37%	5.08%
16	9.45%	6.52%
17	10.03%	7.90%
18	10.03%	9.06%
19	9.45%	9.82%
20	8.37%	10.05%
21	6.94%	9.70%
22	5.40%	8.80%
23	3.92%	7.47%
24	2.64%	5.89%
25	1.62%	4.27%
26	0.90%	2.79%
27	0.45%	1.61%
28	0.19%	0.78%
29	0.06%	0.29%
30	0.01%	0.07%
2d6 Damage Rolls
Code:
2	0.46%	2.78%
3	1.39%	5.56%
4	3.24%	8.33%
5	5.56%	11.11%
6	8.80%	13.89%
7	12.50%	16.67%
8	15.74%	13.89%
9	16.67%	11.11%
10	15.74%	8.33%
11	12.50%	5.56%
12	7.41%	2.78%
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