Difference between revisions of "Increment of Success"

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*if you need to roll 14 and you roll a [[File:d10-7.png|30px]][[File:d10-bk5.png|30px]] the difference is 2 (12 is 2 away from 14). Divide by 2, giving you a difference of 1. Add the default of 1 (success), makes this a total IoS of 2.
 
*if you need to roll 14 and you roll a [[File:d10-7.png|30px]][[File:d10-bk5.png|30px]] the difference is 2 (12 is 2 away from 14). Divide by 2, giving you a difference of 1. Add the default of 1 (success), makes this a total IoS of 2.
*if you need to roll 11 and you roll a [[File:d10-4.png|30px]][[File:d10-bk2.png|20px]] the difference is 5. Divide that by 2 (rounding down), gives a difference of 2, plus the default of 1 (success). Total IoS = 3.  
+
*if you need to roll 11 and you roll a [[File:d10-4.png|30px]][[File:d10-bk2.png|40px]] the difference is 5. Divide that by 2 (rounding down), gives a difference of 2, plus the default of 1 (success). Total IoS = 3.  
  
 
*How many dice away from the target roll is your roll? Divide that by 2 (round down for odd), then add 1 to that number and you have the IoS.
 
*How many dice away from the target roll is your roll? Divide that by 2 (round down for odd), then add 1 to that number and you have the IoS.

Revision as of 01:52, 29 December 2021

Increment of success details how successful an action is. This is most often used to calculate damage, but it can be used for any action. The idea behind it is to allow for a greater range of options when it comes to pass/failure types of things. For example, in a binary system, or pass/fail system, there are only two options: either you succeed or you fail. By including degrees of success, or increments, you can now enjoy greater latitude. One might barely graze an opponent with their blade, for example, or they may hack an opponent completely in half. Both are successful hits, but to varying degrees of success.

Standard Rules

Consider that everything in standard varies in difficult (on a scaled of 1-10). The difficulty of a task = the number of successful dice you'll need to roll. The simplest way to figure the increment of success is this:

  • matching the roll exactly = 1 increment of success.
  • add 1 IoS for every success die after

Thus, for a task with a difficulty of 4, rolling exactly 4 dice under your skill score would be an IoS of exactly 1. You pulled it off. Getting 5 dice under your skill score would give you an extra IoS, making the IoS equal to 2. And so forth. The higher the increment, the better you did at the task. The inverse applies as well, however. One can barely fail, or one can fail spectacularly.

  • How many dice away from the difficulty rating is your roll? Add 1 to that number and you have the IoS.

Swift Edition Rules

Because you use 2d10s in swift edition, determining IoS isn't as straightforward, but it's still simple. Because there are a possible 20 rolls (2d10), simply divide the distance from the target roll by two (round down for odds). Examples:

  • if you need to roll 14 and you roll a D10-7.pngD10-bk5.png the difference is 2 (12 is 2 away from 14). Divide by 2, giving you a difference of 1. Add the default of 1 (success), makes this a total IoS of 2.
  • if you need to roll 11 and you roll a D10-4.pngD10-bk2.png the difference is 5. Divide that by 2 (rounding down), gives a difference of 2, plus the default of 1 (success). Total IoS = 3.
  • How many dice away from the target roll is your roll? Divide that by 2 (round down for odd), then add 1 to that number and you have the IoS.

Dealing Damage

Standard Rules

A simple example: if a player needs to get 3 dice rolls under a 7 to be successful, rolling exactly 3 right is equal to 1 increment of success. The IoS goes up from there for every 1 die that's successful. So rolling 5 good dice would then be an IoS of 3 (1 for the match of 3, and 1 for each subsequent successful die thereafter). Thus, the damage dealt by the weapon would be multiplied by 3.

Swift Edition Rules