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basic_systems [2014/03/15 20:18]
storyteller [Rolling Dice and Dice Pools]
basic_systems [2014/03/15 20:23]
storyteller [Success and Failure]
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 +There’s no point in rolling dice unless you know what results you’re looking for. Whenever you try to perform an action, the Storyteller will decide on an appropriate difficulty number and tell you her decision. A difficulty is always a number between 2 and 10 (but generally between 3 and 9). Each time you score that number or higher on one of your dice, you’re considered to have gained a success. For example, if an action’s difficulty is a 6 and you roll a 3, 3, 8, 7 and 10, then you’ve scored three successes. The more you get, the better you do.
  
-<​del>​All you have to know when you roll is the number of successes you need; if you get at least the minimum quantity, you succeed. ​The standard number ​of successes necessary for any task is always ​one (unless the Storyteller says otherwise). ​ Extra successes beyond the minimum can sometimes be used for additional effect (at the very leastextra successes mean your character accomplishes ​the action in a superior and notable fashion).</​del>​+You need only one success ​to perform most actions successfully,​ but that’s considered a marginal success. If you score three or more, you succeed ​completelyAlso, a result ​of a 10 is always ​a successno matter ​the difficulty number.
  
 +The following charts should give you a good idea of how to combine difficulties and degrees of success.
  
-|**Total Successes Rolled**|**Degree ​of Success**+====Difficulties==== 
-|One|Standard| +|Three|Trivial (scanning a small crowd for a familiar face)| 
-|Two|Superior+|Four|Easy (following a trail of blood)
-|Three|Remarkable+|Five|Straightforward (seducing some one who’s already “in the mood”)| 
-|Four|Astonishing+|Six|Standard ​(firing a gun)| 
-|Five|Phenomenal|+|Seven|Challenging (locating where those agonized whispers are coming from)| 
 +|Eight|Difficult (convincing a cop that this isn’t your cocaine)| 
 +|Nine|Extremely difficult (walking a tightrope)| 
 + 
 +==== Degrees of Success ==== 
 +|One Success |Marginal (getting abroken refrigerator to keep running until the repairman arrives)
 +|Two Successes|Moderate (making a handicraft that’s ugly but useful)
 +|Three|Complete (fixing something so that it’s good as new)
 +|Four|Exceptional (increasing your car’s efficiency in the process of repairing it)
 +|Five or More|Phenomenal ​(creating a masterwork)| 
 + 
 +Naturally, the lower the difficulty, the easier it is to score successes, and vice versa. Six is the default difficulty, indicating actions neither exceptionally tricky nor exceptionally easy to accomplish. If the Storyteller or rulebook ever calls for you to make a roll, but doesn’t give you a specific difficulty number, assume the task is difficulty 6. 
 + 
 +The Storyteller is the final authority on how difficult attempted actions are — if the task seems impossible, he’ll make the difficulty appropriately high, while if the task seems routinely easy, the difficulty will be low (if the Storyteller decides you even have to roll at all). A difficulty 3 task is so easy that it probably doesn’t merit a die roll, but a fluke failure or extraordinary success might sometimes make it worth the chance. ​  
 + 
 +At difficulty 10, the results curve becomes very anomalous – indeed, there are a few dice pools for which the likelihood of botching actually increases over having a smaller (and thus theoretically “worse”) dice pool. Be careful when assigning such a high difficulty to an action.
  
 =====Rule of One===== =====Rule of One=====
basic_systems.txt · Last modified: 2021/12/04 00:38 (external edit)