Skills

Hi there,

They are some rules that I do not understand and I need your help!=

First = critical success. So, they wrote that you always have a critical success son a roll of 01. After, they wrote that you have a critical success if the skill test is equal to or less than 10% your skill (after modification). My first language is not English, so I have some difficulties understanding the sentence. Is that means that if you have a skill (after modification) at 34%, you’ll have a critical success at a skill test of 24% and less? Or do I miss something?

Second = I don’t understand how you can use a skill to help another skill (page 4). They give an example. A merchant that has influence at 70 and lore at 63% can have influence at 77%. They add 7% because 7% is the critical score for lore. I don’t understand how they found that the critical success of lore was 7%.

Third = Same question but how one person can help the skill of another person (assistance page 44).

Thank you
 
10% of your skill is going to be the first digit of your skill, or first 2 digits if your skill is over 100%.

ex. Acrobatics is at 34%, your critical hit range is 3% or lower.
ex. Longsword Combat Style is at 78%, your critical hit range is 7% or lower.
ex. Swim is at 130%, your critical hit range is 13% or lower.
 
Hi Arthor,

Yes, this could be a language issue, so don't worry. I will try and explain clearly below.

First = critical success. So, they wrote that you always have a critical success son a roll of 01. After, they wrote that you have a critical success if the skill test is equal to or less than 10% your skill (after modification). My first language is not English, so I have some difficulties understanding the sentence. Is that means that if you have a skill (after modification) at 34%, you’ll have a critical success at a skill test of 24% and less? Or do I miss something?

There are two things here.

First, 01 is the lowest score you can get using d100. No matter what your skill, a roll of 01 is ALWAYS a critical success. Remember that any roll of 01-05 is a success anyway. This means that, even if you have a skill of 05%, a roll of 01 will still be a critical. It gives everyone the chance to have that special result.

Second, if you have a modifier that increases your skill, your chance of a critical increases too. A critical success is one tenth of your skill, and you round a fraction up. So if you have a natural skill of 24%, your critical roll is 01, 02 or 03. If your natural skill gains a +20 bonus, making it 44%, then your critical will be 01, 02, 03, 04 and 05.

Second = I don’t understand how you can use a skill to help another skill (page 4). They give an example. A merchant that has influence at 70 and lore at 63% can have influence at 77%. They add 7% because 7% is the critical score for lore. I don’t understand how they found that the critical success of lore was 7%.

Hopefully my previous answer now answers this question. The Lore skill of 63% gives a critical range of 01-07, so you would add 07 as a bonus to the skill you're trying to help.
 
ex. Acrobatics is at 34%, your critical hit range is 3% or lower.
ex. Longsword Combat Style is at 78%, your critical hit range is 7% or lower.

These two are incorrect. Legend rounds fractions up. So an Acrobatics of 34% has a critical range of 01-04, and Longsword 01-08.
 
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