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Dintin

Rules

Sep 16th, 2018
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  1. Conflict Resolution
  2. If called for, three players will roll a one-hundred sided die, potentially modified by the protagonist's traits, to determine their success on a given challenge. The result of each roll will be considered individually, and success will be determined based upon the number of dice which meet or exceed a difficulty class (DC). These DCs will also be modified based on the circumstances. I will usually be exceedingly transparent in how I determine a challenge's DC, but I will occasionally hide the details.
  3.  
  4. To give an example of a challenge, say that a character with the Expert Climber (+30 to scaling surfaces) trait is attempting to reach the top of a sheer cliff. Normally this would be a DC 60 challenge. The cliff has plenty of handholds (DC -10) but it's pouring rain and the rocks are slick (DC +15), so three players will roll 1d100+30, hoping to beat a modified DC of 65. This character would have a 71.83% chance of getting at least two hits against this DC, while a character without the Expert Climber trait would only have a 28.17% chance of doing the same.
  5.  
  6. Successes and failures are broken down as follows, where a 'hit' denotes that one of the dice rolled has passed the DC:
  7. 0 Hits: Severe Failure
  8. 1 Hits: Regular Failure
  9. 2 Hits: Regular Success
  10. 3 Hits: Great Success​
  11.  
  12. The standard DCs, and the probability of an unmodified series of rolls earning a Regular or Great Success against that DC, are as follows:
  13. DC 10: 97.2%; Why even roll?
  14. DC 20: 89.6%; Trivial
  15. DC 30: 78.4%; Routine
  16. DC 40: 64.8%; Challenging
  17. DC 50: 50.0%; Difficult
  18. DC 60: 35.2%; Hard
  19. DC 70: 21.6%; Very Hard
  20. DC 80: 10.4%; Herculean
  21. DC 90: 2.8%; Impossible
  22. DC 100: 0.0%; Why even roll?​
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