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Creating SPCs and Setting Difficulties

4 bytes added, 09:04, 3 May 2022
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''A note on this section: I haven't calculated the probabilities here myself, but instead cheated and used the dicebot Thirst, which simulates 10,000 rolls and then calculates the probability from that.''
* '''Critical Successes''' - Rolling two 10s is a critical success, which leads to four successes from two dice. This translates to a completely unintuitive probability curve as dice pools rise. As a result, a dice pool of 10 ten against Difficulty 5 has more like a 76% chance of winning than the 50% you might think. Likewise, a dice pool of 5 five has ~8.5% chance of winning vs Difficulty 5 rather than the ~3% which might be expected. This explodes out as dice pools rise, such that at about seventeen dice, the probability get very, very wonky.
* '''Blood Surge''' - A starting neonate can gain two dice to most pools for only a Rouse Check. This turns an untrained person to a skilled one, and a skilled person to an expert. It also turns five dice vs Difficulty 5 to ''seven'' dice vs Difficulty 5, raising the odds to 30% success rate, from 8.5%.
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