Action Chance
Action Chance
Beating an AC of “Hard”
I like devising things that plug into an existing “system” without undue modification. The
Combat Matrix can be used for any test. Consider that the BX table simply presents 13 steps
of difficulty which happen to be rated from 9 through -3. In practical terms tasks may be
That’s it!
every other column to determine difficulty rather than all of them. Label them easy, average,
challenging, hard, daunting, impossible and you’ve pretty much got the full range covered.
This is brilliant – I can’t believe I’ve never thought of this before. The great part is that
because it’s based on the Basic combat matrix, it progresses by level, not class (though I
suppose one could parse out the “4th + Higher” into levels 4-6, 7-9, 10-12, and 13-15).
I suppose one might also allow attribute bonuses? Like STR bonus for climbing the vine or
Deftly done!
Quite a few skill driven game systems have a tiered difficulty systems with (for instance) 5 to
6 skill levels (trivial, easy, average, hard, very hard, daunting for instance). These skill levels
tend to be grouped 2-3 die roll values apart (depends on your die mechanics).
In one system, they have the notion of a UTP – Universal Task Profile. It’s simply a formalized
shorthand for declaring a skill test (and in some systems, the combat mechanics use the
The UTP concept means I can do something like this in my module description:
To Operate The Rusted Portcullis, Very Hard, Strength, 1d6 rounds, hazardous. If the roll
misses by 5, the character suffers 1d3 damage from strain and all physical activities have a -1
,,,,.
Other qualifiers:
Opposed (an example would be a PC and an NPC arm wrestling – to win is an average task
with STR as a modifier and because it is opposed, PC adds his str mod and subtracts the NPC
Uncertain (an example would be a PC reading an ancient tome written in a long dead
language – a hard or very hard task using INT, and uncertain means the player rolls a check
and the DM rolls one behind his screen – both fail -> clear failure, either fails but not both ->
partial success, both succeed -> complete success – the uncertain part is that the player
never knows what the GM rolls so he only knows one of two possible results apply)
Having a standard task description method means a ref can a) write modules where tasks
are clear without having to imagine an exact difficulty each time (just a word describing very
easy to daunting) and b) the ref can make up tasks easily on the spot with some consistency.
I guess c) would be you can build up a small reference page that has frequently seen tasks
abstracting to a simplified skill system might feel a bit off, but the utility far outweighs the
pain. And the ability to ref all these situations without ever having to look at a chart (if the
difficulty levels are standardized) is an amazing accelerator to the game and that means