Re: What does a n% skill really mean?

From: paul@phyast.pitt.edu
Date: Fri 02 Jul 1993 - 19:10:06 EEST


Paul again.

 David Cheng writes:
> a
>30% dancer is adequate, but an 80% dancer is worth paying to see.
>How do we reflect this with modifiers?

  One can do this with levels of success.

  Use my proposed RQ mod of the Pendragon system:

 Success level = (Type of success) Number Rolled

  Higher numbers within a category are better.

  Thus a guy with 50% skill (including modifiers) who rolls a 10 has
a Special 10, which is better than any Normal success or any Special of 9
or less.

  Now combine this with my proposed rule that you can try for a straight
Normal success level of your skill or lower, with a bonus of
(Your skill) - (Success level you are trying for).

If the 80% dancer tries only for a Normal 65 (a better success than
non-professionals will ever get, barring the 'beginner's luck' of specials
and crits) then his chance of getting a Normal 65 is 80% + (80% - 65%) = 95%.
This reflects the fact that the dancer is only using moves that he already
knows well.

  He could also try for a Normal 80 (a very good normal success, what
critics would call `excellent technique') with an 80% chance of success,
but no chance for a crit or special.

  This means that 'easy' stuff (say you need only any success at all, a
Normal 1) can be done nearly automatically (95%) at the 43% skill level,
which seems about right to me. Super-easy tasks (tying your shoes with
your Devise skill) could be given special bonusses if necessary, but this
sort of thing is best handled without a skill roll at all, in most
circumstances.

_________________


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