This is going to be another one of those really geeky articles where I gush about numbers. The following is a disassembly of a basic D&D-style core mechanic based on a range of 2d6. This was developed as a foundation for my attempt at simplifying the mechanics of Traveller into something consistent and simple.
Gameplay
revolves around a standard roll-over-DC core mechanic using 2d6 as the
randomizer. Ability scores are determined by a 2d6 roll. Ability scores are
also roll modifiers, there are no secondary statistics. On a check, the maximum
result is 24. If you would roll greater than 24, you instead roll 24. The
minimum result on a roll is 0. If you would roll less than 0, you instead roll
0.
The following
chart shows all viable DCs for this game system. To use a DC outside of this
range is a waste of time, as it is impossible to roll outside of this range.
The DCs are categorized into named groups, called benchmarks, named by apparent
objective difficulty. This chart can be used to quickly improvise DCs. Keep in
mind that guaranteed DCs do not need to be rolled by anyone, as they are
automatic successes for anyone with a score between 2 and 12, which is all PCs.
Likewise, DC 25 is literally impossible, as the roll cap limits roll results to
24 regardless of combined modifiers. While apparently intuitive, this chart can
be deceiving. Not all characters can hit every DC. A trivial DC for a character
with a score of 2 is a guaranteed DC for a character with a score of 12.
Rather, these benchmarks are spread out across the full possible range of PC
scores. Thus, a PC with a score of 2 cannot roll higher than DC 14, and a PC
with a score of 12 cannot roll lower than a DC of 14. 14 is the median DC,
meaning it is the only DC within the range of all possible PCs. DCs below 14
include more PCs as guaranteed passes, and DCs above 14 exclude more PCs as
guaranteed fails.
DC Ranges &
Benchmarks
|
|
1
|
Guaranteed
|
2
|
|
3
|
|
4
|
|
5
|
Trivial
|
6
|
|
7
|
|
8
|
Easy
|
9
|
|
10
|
|
11
|
Moderate
|
12
|
|
13
|
|
14
|
Hard
|
15
|
|
16
|
|
17
|
Very Hard
|
18
|
|
19
|
|
20
|
Improbable
|
21
|
|
22
|
|
23
|
Nigh-Impossible
|
24
|
|
25
|
Impossible
|
This table
presents a much more thorough account of the probabilities underlying any given
possible challenge the DM may present. The highlighted score column is the most
likely score. The highlighted DC is the range overlap for all possible scores.
This table is much more useful for tailoring challenges to a specific
character.
In addition, the probability that a character may have a score is
given in the individual score column headers. This can be used to plan
challenges in the absence of any specific character. When you select a DC, add
together the score header probabilities for all cells marked in red or blue for
that row. Depending if the rows are blue or red, this will give you the
proportion of PCs who will auto-pass or auto-fail the chosen DC, respectively. For example, for a DC of 11, scores of 12, 11, 10, and 9 will auto-pass. The proportion of characters with a score in that range is (3+6+8+11) 28%. That means 28% of characters would auto-pass the proposed challenge. If that seems to high or too low a proportion of the human population, simply change the DC.
Check Probability
Percentage by DC vs Score
|
|||||||||||||
Scores
|
|||||||||||||
1
(0%)
|
2
(3%)
|
3
(6%)
|
4
(8%)
|
5
(11%)
|
6
(14%)
|
7
(17%)
|
8
(14%)
|
9
(11%)
|
10
(8%)
|
11
(6%)
|
12
(3%)
|
||
Difficulty Classes
|
1
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
2
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
|
3
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
|
4
|
95
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
|
5
|
92
|
95
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
|
6
|
83
|
92
|
95
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
|
7
|
72
|
83
|
92
|
95
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
|
8
|
58
|
72
|
83
|
92
|
95
|
100
|
100
|
100
|
100
|
100
|
100
|
100
|
|
9
|
42
|
58
|
72
|
83
|
92
|
95
|
100
|
100
|
100
|
100
|
100
|
100
|
|
10
|
28
|
42
|
58
|
72
|
83
|
92
|
95
|
100
|
100
|
100
|
100
|
100
|
|
11
|
17
|
28
|
42
|
58
|
72
|
83
|
92
|
95
|
100
|
100
|
100
|
100
|
|
12
|
8
|
17
|
28
|
42
|
58
|
72
|
83
|
92
|
95
|
100
|
100
|
100
|
|
13
|
3
|
8
|
17
|
28
|
42
|
58
|
72
|
83
|
92
|
95
|
100
|
100
|
|
14
|
0
|
3
|
8
|
17
|
28
|
42
|
58
|
72
|
83
|
92
|
95
|
100
|
|
15
|
0
|
0
|
3
|
8
|
17
|
28
|
42
|
58
|
72
|
83
|
92
|
95
|
|
16
|
0
|
0
|
0
|
3
|
8
|
17
|
28
|
42
|
58
|
72
|
83
|
92
|
|
17
|
0
|
0
|
0
|
0
|
3
|
8
|
17
|
28
|
42
|
58
|
72
|
83
|
|
18
|
0
|
0
|
0
|
0
|
0
|
3
|
8
|
17
|
28
|
42
|
58
|
72
|
|
19
|
0
|
0
|
0
|
0
|
0
|
0
|
3
|
8
|
17
|
28
|
42
|
58
|
|
20
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
3
|
8
|
17
|
28
|
42
|
|
21
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
3
|
8
|
17
|
28
|
|
22
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
3
|
8
|
17
|
|
23
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
3
|
8
|
|
24
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
3
|
|
25
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
0
|
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