It helps and also doesn't. I have now a rough guideline on how to set
difficulity, at the same time it looks like there needs to be a huge
difference before the chances are significantly changed. That means
the skill rating is not very important for succeeding unless you have
a very huge advantage.
I would have never guessed that result...maybe the old HW rules, do
the job a bit better.
- In HeroQuest-rules_at_yahoogroups.com, Gavain Sweetman
<gavain.sweetman_at_...> wrote:
>
> >>
> Difficulity Resistance Chance to Succeed
>
> Very easy = Player skill - Z 90%
> Easy = Player skill - Y 75%
> Average = Player skill - X 65%
> Difficult = Player skill 50%
> Challenging = Player skill + X 35%
> Very Difficult = Player skill + Y 25%
> Nearly Impossible = Player skill + Z 10%
>
> I am not sure about the chances of success for 'Difficult', it is just
> a feeling that it might be something like that.
>
> So I need values for X,Y and Z. Can somebody here help me with gaining
> those values?
> >>
>
> The (slight) problem with looking at this is that the numbers depend
on where the players skill lies on the 1-20 scale to roll against. So
here are a few examples of what I mean
>
>
> player skill 65% victory 75% victory 90% victory X Y
Z
> 1 12 15 19
11 14 18
> 5 16 3W 19W
16 18 34
> 10 7W 12W 19W
17 22 29
> 15 11W 14W 19W
16 19 24
> 20 12W 15W 19W
12 15 19
>
>
> If you add an extra mastery then it doesn't raise the chances of
victory by very much e.g. 1:19 = 90.3% all victories 1:19W = 90.8% all
victories 1:19W2 = 99.8% all victories, but what does change is the
levvel of victory 1:19 = 81.0% minor victory 1:19W = 90.8% major
victory 1:19W2 = 90.38% complete victory.
>
> In general if you want to make it harder for your players, have your
monsters with high numbers before the mastery :-)
>
> Hope that this helps.
> Gavain
>