Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ah! I haven't read the most recent edition, but now that I'm glancing through it it looks like they streamlined a lot, especially re: opposed rolls, which might make it hard to write the kit in a way that works with both old and new material.

I think in earlier editions you could end up in a situation where you had half skill and you're making an opposed roll, which is why I wrote things the way I did---but just now I went back and re-read some of my copy of 6th ed and I understand it even less than before.

I do like your idea of scaling flat DR off of opponent skill, but I think it might result in a lot of high DRs with the way CoC tends to give its NPCs skills.

I'll rework the section. The new version should be up in a minute.

Okay, new version is up and should be slightly cleaner and more functional across d100 systems both old and new.

(2 edits) (+1)

Hi Kumada, 

You would probably be fine with an even shorter statement that covers the bases:

++++++++

"Standard difficulty on all tests is DR 12. If a test would be at “half skill” it’s DR 15. At “fifth skill” it’s DR 18.  If  a PC is opposed by an NPC, only the PC rolls.  NPCs with skill levels imposing half and fifth skill rolls on PCs use DR 15 and DR 18, respectively."

++++++++

Cheers,

Brian C.

I'll take another look at it, but I don't want to calibrate it too specifically for CoC 7th. That'll likely be a common use case, but I tested it on older CoC material, and it's broadly written to be for any d100.

Deleted 351 days ago
(5 edits) (+1)

Hi Kumada - I understand better now…The broader approach adapts the toolkit  to work with the widest spectrum of d100 games.  

Thank you for being open to my comments and discussion.

Much appreciated!

No worries! And thank you for spotting this issue!