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Players and GMs may wish to use the framework of the Core Rules but with a different dice mechanic. Whereas rolling three six-sided dice (3d6) provides a nice probability curve, some gamers prefer the more linear results that rolling fewer dice provides. Here are some notes for using different dice mechanics with the Core Rules.
When making skill rolls and attribute rolls, instead of rolling three six-sided dice (3d6), roll two ten-sided dice (2d10).
Leave all Target Numbers and modifiers, including bonuses from spending Action Points, the same as presented in the Core Rules.
Damage from attacks should still use six-sided dice.
When making skill rolls and attribute rolls, instead of rolling three six-sided dice (3d6), roll one twenty-sided die (1d20).
Instead of the Target Numbers for the Difficulty Levels given in the book, use the following Target Numbers.
Description | TN |
---|---|
Average/Easy | 5 |
Tricky | 10 |
Challenging | 15 |
Difficult | 20 |
Demanding | 25 |
Extreme | 30 |
Legendary | 35 |
Using the Target Numbers listed above will change the die roll needed for a given skill roll or attribute roll from those listed on page 34. Below is a modified table to reflect the use of 1d20 and the new Target Numbers, for those who have an interest in such details.
Attribute +Skill |
Avg (TN 5) | Tricky (TN 10) | Chall (TN 15) | Diff (TN 20) | Deman (TN25) | Extr (TN 30) | Leg (TN 35) |
---|---|---|---|---|---|---|---|
1 | 4 | 9 | 14 | 19 | 24 | 29 | 34 |
2 | 3 | 8 | 13 | 18 | 23 | 28 | 33 |
3 | 2 | 7 | 12 | 17 | 22 | 27 | 32 |
4 | 1 | 6 | 11 | 16 | 21 | 26 | 31 |
5 | No roll | 5 | 10 | 15 | 20 | 25 | 30 |
6 | No roll | 4 | 9 | 14 | 19 | 24 | 29 |
7 | No roll | 3 | 8 | 13 | 18 | 23 | 28 |
8 | No roll | 2 | 7 | 12 | 17 | 22 | 27 |
9 | No roll | 1 | 6 | 11 | 16 | 21 | 26 |
10 | No roll | No roll | 5 | 10 | 15 | 20 | 25 |
11 | No roll | No roll | 4 | 9 | 14 | 19 | 24 |
12 | No roll | No roll | 3 | 8 | 13 | 18 | 23 |
13 | No roll | No roll | 2 | 7 | 12 | 17 | 22 |
14 | No roll | No roll | 1 | 6 | 11 | 16 | 21 |
15 | No roll | No roll | No roll | 5 | 10 | 15 | 20 |
16 | No roll | No roll | No roll | 4 | 9 | 14 | 19 |
17 | No roll | No roll | No roll | 3 | 8 | 13 | 18 |
18 | No roll | No roll | No roll | 2 | 7 | 12 | 17 |
19 | No roll | No roll | No roll | 1 | 6 | 11 | 16 |
20 | No roll | No roll | No roll | No roll | 5 | 10 | 15 |
A single 20-sided die results in a linear probability. That is, the chance of rolling any number on the die (5%) is the exact same as for rolling any other number. Because of this linear probability, using 1d20 instead of 3d6 for skill rolls makes it easier for characters with lower attribute and skill scores to achieve low difficulty tasks, but also requires characters to have higher attribute + skill score totals to succeed at tasks of Extreme and Legendary difficulty.
The modifiers given for 3d6 rolls will be too high when using 1d20. To convert modifiers in the core rules for use with 1d20, simply divide the modifier by two and round up. For example, if the modifier for a skill roll using 3d6 is listed as +3, you would change that to a +2 modifier when rolling 1d20 (3/2 = 1.5, rounded up to 2).
Similarly, the bonus from spending an Action Point becomes +3 when rolling 1d20.
Damage from attacks should still use six-sided dice.