Generic System Concepts

In some early brainstorming of one or more generic RPG systems, I developed my own set of attributes, skills and dice values (not to say that these are in any way innovative). Note that these concepts (attributes/skills, dice values) are à la carte and are not necessarily tied to each other.

# Attributes and skills

Attributes in green are skill classes (i.e. skills are associated with the attribute).

## Attributes (basic)

These are the innate characteristics that are not dependent on anything else (for our purposes).
Name Abbr. Description Component of (derived stats):
Body
STRENGTH STR Describes the body's ability to exert physical force (lift, push, pull, punch, swing, etc.). I.e. Muscle. -DEFENSE
-ENDURANCE
-RECOVERY
-ATHLETICS
CONSTITUTION CONS Describes the body's internal health and immune system. -RECOVERY
REFLEXES REF Describes the ability to quickly move parts of the body. -REACTION
-DODGE
-TAILING
-TECHNIQUE
-ATHLETICS
-AIM
SPEED SPD Describes the max velocity of the whole body moving of its own power. -REACTION
PHYSIQUE PHYS Describes the beauty of the body. -PRESENCE
Mind
INTELLIGENCE INT Describes the mind's absorption, retention, and application of knowledge. I.e. I.Q. -TRACKING/INVESTIGATION
-TECHNIQUE
WILLPOWER WILL Describes the mind's ability to withstand influence (either external or internal). I.e. Mind over matter. -ENDURANCE
CONCENTRATION CONC Describes the mind's ability to focus. -TECHNIQUE
-AIM
PERCEPTION PER Describes the ability to notice and distinguish details of the environment and others. -TRACKING/INVESTIGATION
-TAILING
-AIM
CHARISMA CHAR Describes the "beauty" or influential ability of personality. -PRESENCE
Spirit
CHI Prowess of the metaphysical.
LUCK Prowess of positive chance.

## Attributes (derived)

These are the results (averages) of combined basic attributes.
Name Abbr. Description Average of:
DEFENSE DEF Describes the body's ability to withstand the impacts of physical force. STR
ENDURANCE END Describes how long the body can sustain continued activity. STR, WILL
RECOVERY REC How quickly healing (at least physical healing) happens. STR, CONS, END
REACTION REACT Describes how quickly one responds to the situation. REF, SPD
*DODGE Ability to get out of harm's way. REF, REACT
*TRACKING/INVESTIGATION TRK/INV The ability to find and analyze clues and artifacts and interpret the events that caused them. INT, PER
*TAILING TAIL Ability to follow without being noticed. PER, REF
TECHNIQUE TECH Describes the ability to perform vocational/professional skills. INT, CONC, REF
ATHLETICS ATH Describes the skills that the body can perform. STR, END, REF
AIM Ability to point a projectile device such that the projectile hits the intended target. PER, CONC, REF
PRESENCE PRE Describes one's impact on others. CHAR, PHYS

* DODGE, TRK/INV, and TAIL are a special category of derived Attributes that are more aptly named "derived Skills". That is because they actually relate to specific actions/abilities (like skills) as opposed to other attributes which are more generic, umbrella descriptions of abilities.

## Skills

Suggested list of skills associated with attributes.
INT PER REF TECH ATH AIM PRE

-Gaming
-Species
-Cultures
-Organizations
-Languages
-Astrology
-Tactics
-Scholastic
-Locality Expert
-Navigation

-Conceal
-Hide
-Lip Reading

-Contortionist
-Automatic Cars
-Manual Cars
-Motorized Bikes
-Tanks
-Pickpocket
-Beast Riding
-Sleight of Hand
-Contemporary Piloting
-Rocket/Jet Pack Operation
-Powersuit Operation

-Forgery
-Survival
-Animal Handling
-Computer Programming
-Demolitions
-Disguise
-Reload
-Electronics
-Lockpicking
-Mechanics
-Medic
-Computer Security
-Electronics Security
-Surveillance
-Communications Systems
-Weaponsmith

-Brawling
-Melee
-Acrobatics
-Running
-Jumping
-Scaling/Climbing
-Swimming

-1-Handed Gun
-2-Handed Gun
-Crossbow
-Bows
-Throw
-Shoulder Mounted Weapons
-Vehicle Weapons

-Bargain
-Command
-Convince (con, persuade, act, bribe)
-Intimidation
-Teach
-Wardrobe & Style
-Interrogation

# Dice values

This is a method of assigning attribute/skill values that equate to dice rolling resolutions. One of my goals was to find a use for the different multi-sided dice typically owned by an RPG'er.
The concept is that rolling for a particular attribute/skill would result in a value that is

Base (minimum) value + range (dice)


Base value is 0 to 20
Range is 1 to 4, 6, 8, 10, 12, or 20

Therefore an attribute/skill is represented as x + Dy (Example: 15 + D8 allows for values 16-23).
Buying initial values or improvements would cost points in a points system (scalable).
Here is the first cost table I came up with ("back in the day"). Recent analysis has proven that these values are way off and unbalanced.

COST TABLE
(wrong… do not use)
D4 D6 D8 D10 D12 D20
Initial cost (points) Free 8 20 36 56 80
Improvement cost (points) N/A 8 12 16 20 24

## New method

Instead of using the arbitrary, unbalanced costs above, a system based on the average values of the ranges makes more sense. I.e. 6+D4 (which gives values 7-10) and 2+D12 (which gives values 3-14) both have the arithmetic mean of 8.5, so they should cost the same. The choice between the two is a player's preference (see http://forum.rpg.net/showthread.php?t=541218).

I've determined that the cost of a particular "offset range" to be calculated in one of two ways (with the same results)…

1. arithmetic mean - 2.5
• Example: 6+D4 and 2+D12 both have arithmetic mean of 8.5. 8.5 - 2.5 = 6, so they both cost 6.
2. offset + die cost (See table below)
• Example: 6+D4 (6+0) and 2+D12 (2+4) both cost 6.
COST TABLE
(NEW)
D4 D6 D8 D10 D12 D20
Initial cost (points) 0 1 2 3 4 8

## The next step… merging with attributes

The initial downfall of buying stats as dice described above is that it can't be (easily) utilized in the "derived" attributes described further above. (What's the average of D4 and D6? … D5?). So the next step is to not lock stats down into a single "offset range", but to stick to simple numbers… such as the common factor: cost!

So if we set the stat level equal to its cost (that is initial cost, for character creation), we could have a STR stat of 9. Then, when rolling for STR, the player can choose the offset range based on preference or optimal conditions. I.e. he could roll 9+D4 or 8+D6 or 7+D8 or 6+D10 or 5+D12 or 1+D20.

But how will he know which to roll?

Here's a table for looking up offset ranges based on stat level (cost):

 D4 D6 D8 D10 D12 D20
 Level + Min Max + Min Max + Min Max + Min Max + Min Max + Min Max 0 0 1 4 1 1 2 5 0 1 6 2 2 3 6 1 2 7 0 1 8 3 3 4 7 2 3 8 1 2 9 0 1 10 4 4 5 8 3 4 9 2 3 10 1 2 11 0 1 12 5 5 6 9 4 5 10 3 4 11 2 3 12 1 2 13 6 6 7 10 5 6 11 4 5 12 3 4 13 2 3 14 7 7 8 11 6 7 12 5 6 13 4 5 14 3 4 15 8 8 9 12 7 8 13 6 7 14 5 6 15 4 5 16 0 1 20 9 9 10 13 8 9 14 7 8 15 6 7 16 5 6 17 1 2 21 10 10 11 14 9 10 15 8 9 16 7 8 17 6 7 18 2 3 22 11 11 12 15 10 11 16 9 10 17 8 9 18 7 8 19 3 4 23 12 12 13 16 11 12 17 10 11 18 9 10 19 8 9 20 4 5 24 13 13 14 17 12 13 18 11 12 19 10 11 20 9 10 21 5 6 25 14 14 15 18 13 14 19 12 13 20 11 12 21 10 11 22 6 7 26 15 15 16 19 14 15 20 13 14 21 12 13 22 11 12 23 7 8 27 16 16 17 20 15 16 21 14 15 22 13 14 23 12 13 24 8 9 28 17 17 18 21 16 17 22 15 16 23 14 15 24 13 14 25 9 10 29 18 18 19 22 17 18 23 16 17 24 15 16 25 14 15 26 10 11 30 19 19 20 23 18 19 24 17 18 25 16 17 26 15 16 27 11 12 31 20 20 21 24 19 20 25 18 19 26 17 18 27 16 17 28 12 13 32 21 20 21 26 19 20 27 18 19 28 17 18 29 13 14 33 22 20 21 28 19 20 29 18 19 30 14 15 34 23 20 21 30 19 20 31 15 16 35 24 20 21 32 16 17 36 25 17 18 37 26 18 19 38 27 19 20 39 28 20 21 40

### Another way of looking at it

Here's another thought on how a player could choose what to roll…

• For a given roll, default to the roll with the largest die. This has the lowest minimum, but the highest maximum.
Level Largest die/roll
0 D4
1 D6
2 D8
3 D10
4-7 x + D12
(x = Level - 4)
8+ x + D20
(x = Level - 8)
• If a higher minimum is desired, the player can choose to downgrade the die size for an additional bonus of x, where x is the difference in (initial) die cost of the largest die and the downgraded die.
• Example: At Level 6, the default roll is 2+D12. The player can downgrade to a D6 for 3 additional bonus, thus rolling 5+D6.
• Example: At Level 12, the default roll is 4+D20. The player can downgrade to a D10 for 5 additional bonus, thus rolling 9+D10.

### Strategic tips

Here are some useful tips for players if the Target Number (TN, a.k.a. difficulty, the number that must be met or exceeded to succeed) that one is rolling against is known:

• With penalty rules (see below)
• If $TN \leq Level+2$, roll smallest die for greatest % chance
• Without penalty rules
• If $TN \leq Level+1$, assume 100% success for Levels 0-20 only (for Levels 21+, roll smallest die for greatest % chance)
• If $TN = Level+2$, roll smallest die for greatest % chance
• If $TN = Level+3$, all rolls have 50% chance
• If $TN \geq Level+4$, roll largest die for greatest % chance
In other words,
With penalty rules
TN Do this
$\leq Level+2$ Roll smallest die
$= Level+3$ Roll any die (50% chance)
$\geq Level+4$ Roll largest die
Without penalty rules
TN Level Do this
$\leq Level+1$ 0-20 Nothing (100% chance)
$\leq Level+1$ 21+ Roll smallest die
$= Level+2$ Any Roll smallest die
$= Level+3$ Any Roll any die (50% chance)
$\geq Level+4$ Any Roll largest die

## Bonus/Penalty

To allow some flexibility and the possibility to get numbers outside of a roll's defined range, Bonuses or Penalties may be applied to a roll. These are similar to the concepts of "Critical successes", "Exploding Dice", or "Critical failures". The method described here simply increases or decreases the value of the roll, to potentially make or miss the Target Number (TN, a.k.a. difficulty).

When rolling an N-sided die (with values 1-N), rolling a 1 triggers a potential penalty roll, and rolling an N triggers a potential bonus roll. Specifically…

• Bonus: If an N is rolled, the player can roll the M-sided bonus die for the stat level (see table below) if the TN has not yet been met.
• If an M is rolled on the bonus die, 1 is added to the original roll, and the bonus die is re-rolled (adding 1 to the original roll total each time an M is rolled on the bonus die).
• If any other number is rolled on the bonus die, the bonus is over and the roll total is final.
• Penalty: If a 1 is rolled, the player must roll the penalty die for the stat level (see table below).
• If a 1 is rolled on the penalty die, 1 is subtracted from the original roll total, and the penalty die is re-rolled (subtracting 1 from the original roll total each time a 1 is rolled on the penalty die).
• If any other number is rolled on the penalty die, the penalty is over and the roll total is final.
Level Bonus die Penalty die
0-3 D20 D4
4-8 D12 D6
9-13 D10 D8
14-18 D8 D10
19-23 D6 D12
24-28 D4 D20

### Examples

• Homer is rolling 3+D20 for his level 11 stat. TN is unknown to him.
• He rolls a 20 on the die, so the original roll total is 23.
• Because he rolled 20 on D20, he gets to roll the bonus die for level 11 (D10).
• His first roll on the bonus die is a 10, so he adds 1 to the total (now it's 24), and rolls the bonus die again.
• He rolls another 10 on the bonus die, so he adds 1 to the total (now it's 25), and rolls the bonus die again.
• This time he rolls a 9 on the bonus die, so the total roll is final at 25.
• Marge is rolling 2+D4 for her level 2 stat. TN is unknown to her.
• She rolls a 1 on the die, so the original roll total is 3.
• Because she rolled a 1, she must roll the penalty die for level 2 (D4).
• Her first roll on the penalty die is a 1, so she subtracts 1 from the total (now it's 2), and rolls the penalty die again.
• She rolls another 1 on the penalty die, so she subtracts 1 from the total (now it's 1), and rolls the penalty die again.
• She rolls another 1 on the penalty die, so she subtracts 1 from the total (now it's 0).
• There is no point in rolling the penalty die any further; the total is 0.
• Bart is rolling 2+D12 for his level 6 stat. He knows the TN to be 16.
• He rolls a 12 on the die, so the original roll total is 14.
• Because he rolled 12 on D12, he gets to roll the bonus die for level 6 (D12).
• His first roll on the bonus die is a 12, so he adds 1 to the total (now it's 15), and rolls the bonus die again.
• He rolls another 12 on the bonus die, so he adds 1 to the total (now it's 16).
• There is no point in rolling the bonus die any further; the total is 16 (the TN).
• Lisa is rolling 11+D20 for her level 19 stat. She knows the TN to be 12.
• She rolls a 1 on the die, so the original roll total is 12.
• Because she rolled a 1, she must roll the penalty die for level 19 (D12).
• Her roll on the penalty die is a 1, so she subtracts 1 from the total (now it's 11).
• There's no point in rolling the penalty die any further; the total is 11 which misses the TN.
• Maggie is rolling 11+D8 for her level 13 stat. TN is unknown to her.
• She rolls a 1 on the die, so the original roll total is 12.
• Because she rolled a 1, she must roll the penalty die for level 13 (D8).
• Her roll on the penalty die is an 8, so the total roll is final at 12.

## Luck

Using "Luck" is a player-initiated attempt at bonus rolls. If a player knows or feels that his roll doesn't meet the TN, he can elect to try and spend points from his Luck Pool* to make bonus rolls that add to the roll total.

*The number of points in a character's Luck Pool is determined by his LUCK attribute. The exact formula for determining the number of Luck Pool points is still TBD.

1. When a player chooses to expend Luck, he spends 1 Luck Point (LP) to roll the bonus die for the stat level.
• If he rolls an M on an M-sided bonus die, 1 is added to the roll total.
• If any other number is rolled on the bonus die, nothing is added to the roll total
2. The player may continue spending LPs to roll the bonus die until one of the following occurs:
• The TN is met, if it is known
• The player gives up, either feeling he has met the unknown TN, or he doesn't want to spend any more LPs
• The player uses up all of the LPs in his character's Luck Pool (for that session, see below).
3. Luck can be spent in addition to roll-triggered bonuses described in the previous section, but Luck cannot be used when a penalty roll has been triggered (e.g. to attempt to offset a penalty). In other words, if you originally roll a 1, that's the best you can hope for on that roll.
4. LPs are spent for each time the bonus die is rolled, whether or not it adds to the roll total.
• Shortcut: If a player knows that he wants to spend a specific minimum number of LPs, he can roll that number of M-sided bonus dice at once (instead of one at a time) and simply count the number of dice that land on M.
5. If, after the roll is final, it is determined to be unsuccessful, then all LPs spent on that roll are refunded to the player. Luck Points are only truly spent when they produce successful rolls!
6. Characters' Luck Pools are replenished to full at the beginning of each gaming session (or as frequently as deemed fair by the GM and players alike).

### Examples

• Lenny is rolling 3+D20 for his level 11 stat. TN is unknown to him.
• He rolls a 15 on the die, so the original roll total is 18.
• He decides to boost his roll by spending Luck, so he rolls the bonus die for level 11 (D10) costing him 1 LP.
• He rolls a 5 on the bonus die, adding nothing to his roll total. He decides to try again, at the cost of another 1 LP.
• This time he rolls a 10 on the bonus die, adding 1 to his roll total (now it's 19). He decides to rest on this roll total final.
• His roll is successful, so the 2 LPs are subtracted from his Luck Pool for this session.
• Carl is rolling 17+D4 on his level 17 stat. TN is unknown to him.
• He rolls a 4 on the die, so the original roll total is 21.
• After rolling his triggered bonus (see previous section), his roll total is now up to 23. He decides that he is on a roll (pun intended) and spends 3 LP to roll 3 bonus dice for level 17 (3D8).
• Only one of the D8 lands on an 8, so only 1 is added to his roll total (now it's 24). He decides to rest on this roll total final.
• Even with the bonus and luck, his roll fails, so the 3 LPs are refunded back to his Luck Pool.

## Ability levels and difficulty levels

Ability Level
Untrained 0
Hobbyist/Amateur 1-7
Trained/Professional 8-14
Experienced/Expert 15-21
Best 22-28
Difficulty Target Numbers
Simple/Everyday Task 1-4
Unskilled Task 5-15
Skilled Task 16-26
Exceptionally Skilled Task 27-33
Heroic Task 34-40

## Level reference chart (Master)

Skill range
Level Avg roll Most difficult task (typical) (Without "penalty" rules)
100% Success TN
Bonus die Penalty die
Untrained
0 2.5 Simple/Everyday 1 D4 (1-4) D20 D4
Hobbyist/Amateur
1 3.5 Simple/Everyday $\leq$ 2 1+D4 (2-5)
Best for TN = 3 (w/o "penalty" rules)
Best for TN $\leq$ 3 (w/ "penalty" rules)
D6 (1-6)
Best for TN $\geq$ 5
D20 D4
2 4.5 Unskilled Task $\leq$ 3 2+D4 (3-6)
Best for TN = 4 (w/o "penalty" rules)
Best for TN $\leq$ 4 (w/ "penalty" rules)
1+D6 (2-7) D8 (1-8)
Best for TN $\geq$ 6
D20 D4
3 5.5 Unskilled Task $\leq$ 4 3+D4 (4-7)
Best for TN = 5 (w/o "penalty" rules)
Best for TN $\leq$ 5 (w/ "penalty" rules)
2+D6 (3-8) 1+D8 (2-9) D10 (1-10)
Best for TN $\geq$ 7
D20 D4
4 6.5 Unskilled Task $\leq$ 5 4+D4 (5-8)
Best for TN = 6 (w/o "penalty" rules)
Best for TN $\leq$ 6 (w/ "penalty" rules)
3+D6 (4-9) 2+D8 (3-10) 1+D10 (2-11) D12 (1-12)
Best for TN $\geq$ 8
D12 D6
5 7.5 Unskilled Task $\leq$ 6 5+D4 (6-9)
Best for TN = 7 (w/o "penalty" rules)
Best for TN $\leq$ 7 (w/ "penalty" rules)
4+D6 (5-10) 3+D8 (4-11) 2+D10 (3-12) 1+D12 (2-13)
Best for TN $\geq$ 9
D12 D6
6 8.5 Unskilled Task $\leq$ 7 6+D4 (7-10)
Best for TN = 8 (w/o "penalty" rules)
Best for TN $\leq$ 8 (w/ "penalty" rules)
5+D6 (6-11) 4+D8 (5-12) 3+D10 (4-13) 2+D12 (3-14)
Best for TN $\geq$ 10
D12 D6
7 9.5 Unskilled Task $\leq$ 8 7+D4 (8-11)
Best for TN = 9 (w/o "penalty" rules)
Best for TN $\leq$ 9 (w/ "penalty" rules)
6+D6 (7-12) 5+D8 (6-13) 4+D10 (5-14) 3+D12 (4-15)
Best for TN $\geq$ 11
D12 D6
Trained/Professional
8 10.5 Skilled Task $\leq$ 9 8+D4 (9-12)
Best for TN = 10 (w/o "penalty" rules)
Best for TN $\leq$ 10 (w/ "penalty" rules)
7+D6 (8-13) 6+D8 (7-14) 5+D10 (6-15) 4+D12 (5-16) D20 (1-20)
Best for TN $\geq$ 12
D12 D6
9 11.5 Skilled Task $\leq$ 10 9+D4 (10-13)
Best for TN = 11 (w/o "penalty" rules)
Best for TN $\leq$ 11 (w/ "penalty" rules)
8+D6 (9-14) 7+D8 (8-15) 6+D10 (7-16) 5+D12 (6-17) 1+D20 (2-21)
Best for TN $\geq$ 13
D10 D8
10 12.5 Skilled Task $\leq$ 11 10+D4 (11-14)
Best for TN = 12 (w/o "penalty" rules)
Best for TN $\leq$ 12 (w/ "penalty" rules)
9+D6 (10-15) 8+D8 (9-16) 7+D10 (8-17) 6+D12 (7-18) 2+D20 (3-22)
Best for TN $\geq$ 14
D10 D8
11 13.5 Skilled Task $\leq$ 12 11+D4 (12-15)
Best for TN = 13 (w/o "penalty" rules)
Best for TN $\leq$ 13 (w/ "penalty" rules)
10+D6 (11-16) 9+D8 (10-17) 8+D10 (9-18) 7+D12 (8-19) 3+D20 (4-23)
Best for TN $\geq$ 15
D10 D8
12 14.5 Skilled Task $\leq$ 13 12+D4 (13-16)
Best for TN = 14 (w/o "penalty" rules)
Best for TN $\leq$ 14 (w/ "penalty" rules)
11+D6 (12-17) 10+D8 (11-18) 9+D10 (10-19) 8+D12 (9-20) 4+D20 (5-24)
Best for TN $\geq$ 16
D10 D8
13 15.5 Skilled Task $\leq$ 14 13+D4 (14-17)
Best for TN = 15 (w/o "penalty" rules)
Best for TN $\leq$ 15 (w/ "penalty" rules)
12+D6 (13-18) 11+D8 (12-19) 10+D10 (11-20) 9+D12 (10-21) 5+D20 (6-25)
Best for TN $\geq$ 17
D10 D8
14 16.5 Skilled Task $\leq$ 15 14+D4 (15-18)
Best for TN = 16 (w/o "penalty" rules)
Best for TN $\leq$ 16 (w/ "penalty" rules)
13+D6 (14-19) 12+D8 (13-20) 11+D10 (12-21) 10+D12 (11-22) 6+D20 (7-26)
Best for TN $\geq$ 18
D8 D10
Experienced/Expert
15 17.5 Skilled Task $\leq$ 16 15+D4 (16-19)
Best for TN = 17 (w/o "penalty" rules)
Best for TN $\leq$ 17 (w/ "penalty" rules)
14+D6 (15-20) 13+D8 (14-21) 12+D10 (13-22) 11+D12 (12-23) 7+D20 (8-27)
Best for TN $\geq$ 19
D8 D10
16 18.5 Exceptionally Skilled Task $\leq$ 17 16+D4 (17-20)
Best for TN = 18 (w/o "penalty" rules)
Best for TN $\leq$ 18 (w/ "penalty" rules)
15+D6 (16-21) 14+D8 (15-22) 13+D10 (14-23) 12+D12 (13-24) 8+D20 (9-28)
Best for TN $\geq$ 20
D8 D10
17 19.5 Exceptionally Skilled Task $\leq$ 18 17+D4 (18-21)
Best for TN = 19 (w/o "penalty" rules)
Best for TN $\leq$ 19 (w/ "penalty" rules)
16+D6 (17-22) 15+D8 (16-23) 14+D10 (15-24) 13+D12 (14-25) 9+D20 (10-29)
Best for TN $\geq$ 21
D8 D10
18 20.5 Exceptionally Skilled Task $\leq$ 19 18+D4 (19-22)
Best for TN = 20 (w/o "penalty" rules)
Best for TN $\leq$ 20 (w/ "penalty" rules)
17+D6 (18-23) 16+D8 (17-24) 15+D10 (16-25) 14+D12 (15-26) 10+D20 (11-30)
Best for TN $\geq$ 22
D8 D10
19 21.5 Exceptionally Skilled Task $\leq$ 20 19+D4 (20-23)
Best for TN = 21 (w/o "penalty" rules)
Best for TN $\leq$ 21 (w/ "penalty" rules)
18+D6 (19-24) 17+D8 (18-25) 16+D10 (17-26) 15+D12 (16-27) 11+D20 (12-31)
Best for TN $\geq$ 23
D6 D12
20 22.5 Exceptionally Skilled Task $\leq$ 21 20+D4 (21-24)
Best for TN = 22 (w/o "penalty" rules)
Best for TN $\leq$ 22 (w/ "penalty" rules)
19+D6 (20-25) 18+D8 (19-26) 17+D10 (18-27) 16+D12 (17-28) 12+D20 (13-32)
Best for TN $\geq$ 24
D6 D12
21 23.5 Exceptionally Skilled Task - 20+D6 (21-26)
Best for TN = 23 (w/o "penalty" rules)
Best for TN $\leq$ 23 (w/ "penalty" rules)
19+D8 (20-27) 18+D10 (19-28) 17+D12 (18-29) 13+D20 (14-33)
Best for TN $\geq$ 25
D6 D12
Best
22 24.5 Exceptionally Skilled Task - 20+D8 (21-28)
Best for TN = 24 (w/o "penalty" rules)
Best for TN $\leq$ 24 (w/ "penalty" rules)
19+D10 (20-29) 18+D12 (19-30) 14+D20 (15-34)
Best for TN $\geq$ 26
D6 D12
23 25.5 Heroic Task - 20+D10 (21-30)
Best for TN = 55 (w/o "penalty" rules)
Best for TN $\leq$ 25 (w/ "penalty" rules)
19+D12 (20-31) 15+D20 (16-35)
Best for TN $\geq$ 27
D6 D12
24 26.5 Heroic Task - 20+D12 (21-32)
Best for TN = 26 (w/o "penalty" rules)
Best for TN $\leq$ 26 (w/ "penalty" rules)
16+D20 (17-36)
Best for TN $\geq$ 28
D4 D20
25 27.5 Heroic Task - 17+D20 (18-37) D4 D20
26 28.5 Heroic Task - 18+D20 (19-38) D4 D20
27 29.5 Heroic Task - 19+D20 (20-39) D4 D20
28 30.5 Heroic Task - 20+D20 (21-40) D4 D20
page revision: 43, last edited: 07 Jul 2018 23:48
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