Editing Daybreak in the Wasteland
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Figuring out a Complexity Class I item has a base 25% chance of success. Class 2: 15%. Class 3: 5%. The base chance is modified by INT. INT 3 subtracts 15% from the chance of success. INT 4 to 5 subtracts 10%. INT 6 to 8 subtracts 5%. INT 9 to 12 neither adds nor subtracts from the base chance. INT 13 to 15 adds 5%. INT 16 to 17 adds 10%. INT 18 adds 15%. | Figuring out a Complexity Class I item has a base 25% chance of success. Class 2: 15%. Class 3: 5%. The base chance is modified by INT. INT 3 subtracts 15% from the chance of success. INT 4 to 5 subtracts 10%. INT 6 to 8 subtracts 5%. INT 9 to 12 neither adds nor subtracts from the base chance. INT 13 to 15 adds 5%. INT 16 to 17 adds 10%. INT 18 adds 15%. | ||
β | + | So, you roll d100 to see if you figure out anything. It's a roll-under roll. A rule of 01 is an automatic success regardless of how many penalties are stacked against you. Conversely, "a roll of 99-00 always indicates that the roll has failed drastically, and the character will have damaged himself and/or nearby characters if the item such that this is possible." Unlike some stuff in D&D where if you fail you can't try again until you level up, you can keep trying an unlimited amount of times to figure out how an item works. It takes the full time each time. So, if Erg Few-Fingers wants to roll again, he has to burn another two hours. A little bit of teamwork is permissible: "One other character may lend a hand, adding 1/2 of his technology roll bonuses (or penalties) from INT...to the die roll. This does not shorten the time necessary for the examination of artifacts." [https://forum.rpg.net/showthread.php?793390-B-X-D-amp-D-Daybreak-in-the-Wasteland&p=20618254#post20618254 original post] | |
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