On Feb 6, 11:10 am, deimos3428 <
vicker...@hotmail.com> wrote:
> TN 0 = Natural Selection
> TN 4 = Trivial
> TN 8 = Easy
> TN 12 = Normal
> TN 16 = Hard
> TN 20 = Very Hard
> TN 24 = Impossible
>
> The GM merely needs to determine the difficulty of the task, and then
> compare any modifiers to the roll. This way the difficulty can be set
> beforehand if one is writing an adventure. Of course, individual GMs
> might change the base TN up or down due to extenuating circumstances.
> Perhaps climbing a cliff face is a "Normal" task, but in a particular
> campaign it's raining that day. The GM bumps it up to "Hard".
I like the progression - essentially identical to Chimera 2.x ;)
Semantics are somewhat at play, so I don't mean to quibble. It sounds
like you're saying that the TN reflects the action itself; the AR
modifier reflects what the character brings to the table (i.e., how
his skills and equipment impact the attempt). I think that makes
sense, but since a positive TN has the same effect as a negative AR,
I'm just considering whether adjusting the action's TN is better
reflected as another AR modifier. Is it faster during play? Is it
easier for players to work with during the game?
Put another way:
Natural Selection = AR +16
Trivial = AR +12
Easy = AR +8
Normal = AR +4
Hard = AR +0
Very Hard = AR -4
Impossible = AR -8
The GM can assign a particular cliff face as "Normal" for climbing
purposes, meaning that attempts to climb are AR +4. Assuming a static
TN 16, the d20 result must be 12 or better.
> Then he considers each character's abilities and how they affect their
> particular AR. To facilitate that last bit, one other thing I would
> do is change the focus of character improvements: Instead of TN -1,
> use AR +1. Etc. As you can see from the chart above, even
> "Impossible" might be doable under the right circumstances.
Under this convention, character Abilities would *start* with the
following AR adjustments (subsequent improvements add to these
values):
Class Ability: AR +0
Non-class Ability: AR -2
Untrained: AR -4
Chimera uses the Athletics Ability to climb. Given the cliff above,
consider these characters:
* Nocan the Veteran with Athletics as a class Ability (AR +0), so he
has to roll a 12 or better
* Slimey the Burglar with Athletics as a non-class Ability (AR -2), so
he has to roll a 14 or better
* Gidney the Occultist with no Athletics Ability (AR -4), so he has to
roll a 16 or better
A good set of climbing gear might provide AR +1. Maybe Nocan later
improves his skill to Athletics +2 (total AR +3).
The approach you recommend is the cliff TN is 12. Nocan's +3 means he
has to roll 9 or better. The approach I'm considering is that the
cliff TN is 16; the AR +4 for being a normal cliff face is added to
Nocan's AR (i.e., now his total AR is +7). Again, he has to roll 9 or
better.
To-ma-to / To-mah-to? Which is easier to use during play?
Cheers,
-Erin