Variant d% rolls

This varient brings back multiple levels of success to RQ.

Low-skill characters have a relatively high chance of getting a minor success. This makes low-skills not completely useless -- you can swing a sword and have it at least vaguely threaten someone.

As your skill goes up, your chance of getting a minor success approaches certainty. When this starts to happen, the rate of a major success starts climbing faster.

Major successes represent something between a crit and a normal success. A swing that is hard to parry, and threatens an extra attack if it connects.

I do this while requiring less math than the standard RQ rules.

First, when you roll your d%, check both directions.

If you roll a 5 2, check both 5 2 and 2 5. If either one beats your skill, you succeed.

If both beat your skill, you majorly succeed.

If you roll doubles and you beat your skill, you crit. No more dividing by 10 -- just look for doubles.

If you roll 00, you botch.

Example, if you have a 60% skill:
33: Double, less than 60%. A crit.
75: 57 is less than 60, but 75 isn't. A minor success.
29: 29 is less than 60, but 92 isn't. A minor success.
05: 05 is less than 60, and 50 is less than 60. A major success.
78: 78 is greater than 60, and 87 is greater than 60. A failure.
00: Double zero, botch.

Combat chart:

Dodge vs Attack:
Code:
        Botch   Fail   Dodge     Major   Crit
Hit     Major   Hit    Min       Give    Counter
Major   Crit    Major  Hit       Min     Give
Crit    Crit    Crit   Major     Hit     Min

Parry vs Attack:
Code:
        Botch   Fail   Parry     Major   Crit
Hit     Major   Hit    1*AP      2*AP    Counter
Major   Crit    Major  Hit       1*AP    2*AP
Crit    Crit    Crit   Major     Hit     1*AP

If the defender chooses not to defend, use the Fail column. :)

Possible results:
Min: do minimium damage
Hit: do normal damage
Major: Halve Armor OR Special
Crit: Ignore Armor OR do Max Damage+Special

Counter: Defender can choose to consume a reaction to counter attack the attacker.
Give: Defender may choose to give ground and take no damage, or hold his ground and take min damage.
1*AP: apply the weapon's AP against the attack.
2*AP: apply twice the weapon's AP against the attack.

Special:
Slashing: Slice.
If the location is armoed, lose 1d4 AP on the armor at that location. This happens after the armor is applied to the attack.

If the target takes at least 1 point of damage, the target takes 1 damage for the next 1d3 rounds from bleeding to that location.

Crushing: Smash.
If a limb is hit, it is useless for 1d4 rounds.

If the chest is hit, the target is knocked prone, and takes 1 fatigue level.
(-10% to all actions, and possibly more)

If the head is hit, the target takes 2 fatigue levels.
(-20% to all actions, -1 m movement, and possibly more)

Piercing: Impale.
If weapon does at least 1 point of damage (ie, gets past armor), then the target is Impaled. The weapon does an extra MIN+1 damage (Armor ignored) when withdrawn.

The attacker may withdraw it immediately, or may choose to leave the weapon in the target, in which case it does 1 point of damage if on every action or reaction by the target, other than "do nothing and grit in pain". The impaled target may choose to remove the weapon with an action.

...

One could instead use previous RQ version's "Special" effects for Major successes.

In case you are curious, the curve for Major successes looks something like:
Code:
                /
              / |
            /   .
          /    .
        /     ^
      /     .^
    /     .^
  /   ..-^
/..--^

with the /'s being the old-style success curve.

The curve for "normal" successes is the mirror of the major success curve across the old-tyle success curve.

The chance of a crit is 1/11th of your skill (pretty close to 1/10th).

Mathematically, if you have a skill that is P%
Major, or better: roughly P^2
Minor, or better: rougly 1-P^2
Crit: roughly P/11
Botch: 1%
Failure: roughly (1-P)^2

Edit:

The effects on success. First, a Minor Success is easier to get under this system. At 50% skill, you have a 75% chance of getting a Minor Success or better.

10% skill: ~19% chance Minor or better, 1% Major
25% skill: ~44% chance Minor or better, 6% Major or better, 2% Crit.
50% skill: 75% Minor or better, 25% Major or better, 4% Crit.
75% skill: ~94% chance Minor or better, ~56% chance Major or better, 6% crit
90% skill: ~99% chance Minor or better, ~81% Major or better, 8% Crit

In effect, at each 1% increase in skill, you gain a total of 2% spread between Minor Or Better and Major Or Better success chance.

At low skills, your Minor success rate goes up fast. By 70% or so, it slows down.

At low skills, your Major success rate barely moves.

At high skills, your Major success rate climbs quickly.

The following remains true:
Major Or Better + Minor Or Better = Skill * 2

This allows low-skill soldiers to at least swing the sword in the general direction of the target, while high-skill soldiers swing in a way that is hard to hit.

If you value Minor successes as 1, Major successes as 3, Botches as -1, and Crits as 3, the average result of a roll is Skill * 2.09 - 1%.

Alternative 1: Doubles on failure are Fumbles (-1), and 00 is a Botch (-2). Fumbles when attacking combat cost you 1 reaction or 1 action to recover. Botches cost 1 action and 1 reaction to recover.

When defending, Fumbles are identical to Botches, except a Botch also costs you an extra Reaction.

Alternative 2: Doubles on failure are Minor Successes, except 00 which is a Botch. Then rolls under 5% are not auto-successes: instead doubles are auto-successes.
 
Looks pretty good - maybe more Unknown Armies than (Trad)RQ, but certainly less qwacky than some of the suggestions that were aired on the playtest list - just one question though - what about skills > 100% - It looks like these would always be Major success unless you rolled 00, with no real benefit to increasing beyond 101%, other than to offset penalties. (this is not necessarily a bad thing, of course...)
 
No, it doesn't solve the "over 100%" problem. Existing MRQ has the same problem, as far as I can tell.

A simple trick is to say "if you beat your skill by 100%, you get +1 or +2 to your success rank".

That does result in rather overwealming abilities of people with insane skills.

Alternative:
You can choose to half your skill and add an extra d10 to your roll.

Success Rank:
00: -1
Matched set: +1
Two dice, one order, under target: +1
Two dice, all orders, under target: +2
Three dice, all orders, under target: +3
Four dice, all orders, under target: +4

etc.

Rolls from 91 to 99 are always "failures".

So someone with 560% skill could:
Half: 280%, 3 dice
Half again: 140%, 4 dice
Half again: 70%, 5 dice

So the person with 560% skill can roll 5 dice, and see how many dice he can get that are all under 70%. If they get all 5, paired up in any way, under 70%, that is a rank 5 success (2 steps above a crit). If they can only get 4, that's a rank 4 success.

I have no idea what kind of curve this generates. :)

I do know that skills over 100% end up being valued roughly exponentially.
 
Back
Top