Here's a variant ability check table I've been fiddling with.
Click the table for the full sized version.
To use table compare the active score(on the left) vs the target score (along top) to find score or higher needed for success.
A- Automatic Success
F- Failure, no roll will result in success.
do not apply ability modifiers, they are built into the table
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The math and reasoning behind the table:
High ability scores are tough to beat even for others with high scores, low scores are easy to beat even relatively easy for those with low scores.
A 3 will never beat an 18. A mighty opponent will defeat feeble opponents.
A non-exceptional score has no chance at all against a god-like challenge.
Challenges are not meant to be equal. Heroic victories are a heroic challenge.
To beat a target score one must roll the target ability score or greater on a 1d20 roll modified by the appropriate ability modifiers and there is a -2 penalty against scores 2 or more points higher then ones own score, the ability modifiers and the -2 penalty are already figured into the table. 20's extend to 2 more steps than allowed for in math. and any combination that requires a 2 or less to win has been changed to automatic success, there are intentionally a few funny spots on the table.
Modifiers built into the chart are
3........ -3
4-5..... -2
6-8..... -1
9-12.... 0
13-15... +1
16-17... +2
18.......+3
19.......+4
20......+5
21......+6
A score of G is God-like
A demigod/godling has 1-3 ability scores rated as a G,other scores might be exceptional but not with certainty.
A lesser god has 3 scores rated as a G, other scores will typically be exceptional
A greater god has all but one ability score rated as a G , the odd score out may be very low or still very high, not likely to simply be weak or average.
Very interesting table math.
ReplyDelete--The top-end progression is especially nice...like a marathon to reach a new plateau.
Good stuff. :D