- Joined
- Jul 17, 2017
- Messages
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@Phoenix
So, the dice rules are as follows:
Dice used: D100
Results table:
1: Critical fail regardless of modifiers
2-25: Strong fail
26-50: Lesser fail
51-75: Lesser success
76-99: Strong success
100+: Critical Success
You can use a total of three modifiers, based on the situation in-thread or on skills you have attained. The maximum a modifier can be used for is +15. You can also add negative modifiers for things like injuries for balance. I shall roll first and show this in action.
Rolling for Dennys to attack the Force Dullahan's flank
+10 seasoned veteran
-5 unknown opponent
[dice]1d100[/dice]
So, in this case a 35, which is a lesser fail. As this was a test, the result shall be Dennys' attack fails to do damage but he is not injured in the attempt. Now, though, he knows more about his foe so the negative modifier can be removed next round of rolling. If you have anything you would like to adjust or comment on, Phoenix, let me know so we can tweak this as needed.
So, the dice rules are as follows:
Dice used: D100
Results table:
1: Critical fail regardless of modifiers
2-25: Strong fail
26-50: Lesser fail
51-75: Lesser success
76-99: Strong success
100+: Critical Success
You can use a total of three modifiers, based on the situation in-thread or on skills you have attained. The maximum a modifier can be used for is +15. You can also add negative modifiers for things like injuries for balance. I shall roll first and show this in action.
Rolling for Dennys to attack the Force Dullahan's flank
+10 seasoned veteran
-5 unknown opponent
[dice]1d100[/dice]
So, in this case a 35, which is a lesser fail. As this was a test, the result shall be Dennys' attack fails to do damage but he is not injured in the attempt. Now, though, he knows more about his foe so the negative modifier can be removed next round of rolling. If you have anything you would like to adjust or comment on, Phoenix, let me know so we can tweak this as needed.