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Rolls Overview

Posted: Sat Aug 10, 2024 7:51 pm
by RennaTorrihk
Credit to Rekkr of the Leering Wampa for writing the original version of this.

The roll system is based on a d100 system. The system is based off the idea of Success and Failure, without the hard rule of "the dice decides your ultimate fate".

It doesn't. It may alter the end result, but the full on fate is based on two primary factors.

ONE: Your character, their strengthes, their weaknesses, their flaws and insight

TWO: The DM, who is in charge of the session, and is required to KNOW your character's strengths, weaknesses, flaws and insights. And if they do not, you, the player are more then encouraged, to speak up and let the DM know if something doesn't quite make sense to you, and why. The CoC D100 system is based on the foundation of story telling, not the cruelty of RNGesus.

DEFINITIONS OF SUCCESS AND FAILURE

REGULAR SUCCESS : Rolling a D100 (In game this is done with /roll d100 ) and rolling either the exact number of your stat, or below it.

HARD SUCCESS : A Hard Success is defined, by rolling Half of your stat, or below Half. If it is an Odd Number, you round down.

EXTREME SUCCESS : An Extreme Success is rolling either exactly One Fifth (1/5) of your stat, or below it. Round down decimal results.

CRITICAL SUCCESS : Finally, there's A Critical Success. This is a 1 or 69 on the die. Even if the skill in question is below 69, a 69 is still a Critical Success because this is the Shadow Lounge, and such is required.

A Critical Success in combat results in the weapon inflicting maximum possible damage.

Unless otherwise stated, a Regular Success will suffice for most sklil checks. Higher Degrees of Success will almost always have a better reward or more extreme result than lower Degree of Success.




FAILURE : A Regular Failure, or simply a Failure, is defined as any roll that goes above the stat score of the player rolling. This just generally means, that the action they attempted to do didn't end out the way they wanted, but doesn't generally mean it's going be a horrible result.

FUMBLE : A Fumble indicates something went wrong above and beyond a normal failure.

Depending on your skill, see below for Fumble range.

Skills at or below 50 percent
Fumble Range: 94 - 99

Skills above 50 percent
Fumble Range: 97 - 99

A Fumble means something bad will likely happen. Exactly what happens is up to the DM, however the player may be able to pick the consequences of their Fumble in some instances. Characters with very high skill scores can still Fumble. If a character has 99 in a skill, a roll of 97 is both a Regular Success AND a Fumble. This means that the basic action completed, but there were negative consequences as a result.

CRITITCAL FAILURE: A roll of 100 always results in a failure of the action attempted and negative consequences of the DM's deviant choosing.

Many weapons have a failure range. If a weapon Skill Check results in a roll that falls within that malfunction range, the weapon will have problems.

OPPOSED ROLLS

An opposed roll is much like a game of rock paper scissor's. It takes into account times where your roll, is directly opposed by another's. Combat rolls are almost always opposed. Other skills in which a person be resisting a character's actions will also be opposed.

The following rules explain how results are interpreted.

Regular Success beats a Fail
Hard Success beats a Regular Success
Extreme Success beats a Hard Success

In the event of a tie, both parties compare their relative skill scores (factoring in any bonuses that apply at the current moment). If one character has a higher skill, that character wins the tie. In the event it's still a tie, both parties reroll the d100. The lowest score wins. This die reroll does not adhere to the critical success/failure/fumble rules. Only the original die roll determines those outcomes. This roll is strictly used to resolve the tie.

Note: Rules for Critical Success, Fumble and Critical Failures still apply during Opposed Rolls, except for tie-breaker rolls.

COMBAT RESOLUTION

Combat is handled in order of initiative. Initiative is equal to a character's DEXTERITY attribute. Initiative can be modified by surprise, readiness, and Force Powers/perks. Combatants in a state of readiness (weapons drawn and expecting combat) get a +50 initiative bonus over combatants that are not ready. Combatants that are surprised make their defense with a Penalty Die. In the event of tied initiative, the tie is resolved via unmodified d100 roll. Highest wins.

A character typically gets one action per round. Some Perks may increase this, though such Perks will typically limit the type of action that can be taken. For example, a double bladed lightsaber may grant two attacks, but both attacks must be saber strikes. The character declares the intention of the action via emote, and then makes a skill roll to determine the effect.

A character may make as many dodge or parry defenses as needed in a round. A skill check is made for the relevant defense skill, and the degree of success (not the numeric die roll) is compared to the attacker's degree of success. The defender wins ties.

Once per round, a character may opt to attempt a Fight Back defense. This is a counter-attack, that if successful, prevents the attacker from hitting and inflicts damage upon the attacker. Lightsabers reflecting a blaster bolt back to the shooter is considered a Fight Back defense. To choose to Fight Back, the defender must be in a position to be able to execute a counter-attack. For example, a defender using a melee weapon cannot choose to Fight Back against a shooter at range, unless they have a means of closing the distance in a single action, such as a Force Leap attack. In a Fight Back defense, the defender makes a skill check for their attack, instead of their defense skill. The degree of success (not the numeric die roll) is compared to the attacker's degree of success. In a Fight Back situation, the attacker wins ties.

COMBAT DAMAGE AND HEALING

Combat damage is calculated as follows:
Normal Success: Weapon damage roll plus Skill Modifier (see below).
Hard Success: Weapon damage roll plus Skill Modifier, but reroll any 1s in the damage dice. Each die may only be rerolled once. If a reroll results in a 1, that 1 stands.
Extreme Success: Advantage damage roll plus Skill Modifier. Roll damage dice twice, and take the highest total.
Critical Success: Maximum Weapon Damage plus weapon damage roll plus Skill Modifier.

Skill Modifier is 10% of your attack skill after all modifiers are applied. The result is rounded down. For the arithmetically challenged, this means that skills less than 10 have a 0 modifier, for skills ranged 10 - 99, take the first digit, and for anything 100 or above, take the first two digits. For Force powers that do not have a skill value, use the character's unmodified Force Power attribute, and take 10% of that as above.
The Skill Modifier is always added last, after any other calculations or modifications are made to the damage roll. For example if an ability or effect causes double damage, the Skill Modifier is added after the doubling has beed calculated.

The First Aid skill can be used in the field to stabilize the dying and patching up the wounded. It is a quick fix, and not a substitute for actual healing.
The amount healed depends on the equipment used and the degree of success. The equipment used can also determine the amount of time it takes to apply the healing. Note that Force healing is covered in the description of the Force healing skill.
Type HP Restored Bonus for Hard/Extreme/Critical Success Time
First Aid, No equipment 3 1D3/2D3/3D3 1D6 Rounds
First Aid, First aid kit 4 1D4/2D4/3D4 1D4 Rounds
First Aid, Kolto injector 6 1D4/2D4/3D4 1 Round
Medicine, Basic equipment 8 1D4/2D4/3D4 4 Hours
Medicine, Hospital equipment 12 1D4/2D4/3D4 2 Hours
Medicine, Hospital plus Kolto 16 1D6/2D6/3D6 1 Hour
Note, that the Time refers to the time required to apply treatment, not the full amount of time it will take the character to heal.

A character is considered critically wounded at 4 or less hit points, and may be unconscious (DMs discretion). A character is comatose at 0 hit points. If the Star Wars saga has taught us anything, it is that death is but an inconvenience, and anyone previously confirmed dead can show up at any time the plot demands. As such, we typically require player consent for true character death.

BONUS AND PENALTY DIE

There will be circumstances under which a character finds themselves at an advantage when attempting a skill, and other times at which they are at a disadavantage.
Bonus Die : Is defined as getting an extra D100 roll and taking the better of the two.
Penalty Die : Is defined as getting an extra D100 roll and taking the worse of the two.

While these situations are fluid and happen based upon various factors that are just as fluid, there are situations where Bonus or Penalty Dice are out right applied immediately. They are as follows:

Firing into Melee: A character firing into a melee combat (Meaning an ally is in melee combat with someone/something and the character fires into the group fighting) the roll will automatically be made with a Penalty Die.

Firing Point Black: In the event a weapon is fired point blank at an enemy, the roll will automatically be made with a Bonus Die. Point blank is considered within melee range, typically 4 feet or less.

Attacking an Incapacitated Target: Attacking anyone that is considered incapacitated, such as prone, stunned, blindsided, et cetera, will result in the attacker rolling with a Bonus Die, and the opponent rolling defense with a Penalty Die.

Outnumbered : In the event a character is fighting against three or more opponents at once, they are considered Outnumbered and their defense rolls are with a Penalty Die. Only opponents actively attacking the character are counted towards the Outnumbered penalty.

Firing Weapon's in Auto Mode : Some Firearm's do have the ability to fire more then one shot per attack. Every shot made after the first, is made with a Penalty Die.

LUCK

A character may choose to spend Luck points to improve a given roll. Each Luck point spent confers a bonus of 1 to the die roll. For example, if a character needs to roll 50 or below to make a successful defense, and the die roll yields a 60, then 10 Luck points may be spent to make the failure into a success. Luck may also be used to improve the degree of a success. However, in these instances, a modified 69 does not count as a critical success as it does in the standard rules. The character may use as many Luck points as they have on any given roll, and there is no limit to how many times Luck may be used in a session, so long as Luck points remain.

There may also be times that the DM can call upon the character to make a Luck check. At these times, the character's current amount of Luck points are effectively used as an Attribute score. Such checks are at DM discretion.

Luck points may replenish over time, but they can never exceed the initial maximum. Use the table below for Luck restoration events.
Event Luck Restored
Downtime between adventures 1D10
Downtime between campaigns 2D10
Rolls a critical success on a Skill Check without using Luck 5
Rolls two consecutive critical successes on Skill Checks without using Luck 20
LEVELING UP

Every time a character makes a Successful skill check without having to spend Luck to make the check a success, make a note of it. Skills that are already at 99 need not be noted as they cannot be further improved. For the puroses of leveling up a skill, the Skill Check only needs to make a Normal success or better. Even if the action attempted fails because of a higher DC requirement, or it's an opposed roll and the opponent had a better degree of success, as long as a Normal success was achieved, it counts in terms of leveling up.

Skills can only be leveled up when there is downtime in the game for the player character to have relaxed, recuperated and rested. If a single adventure is broken up over multiple gaming sessions but the character is till considered 'active in the field', then skills cannot be leveled up.

For each skill for which successes were made, one attempt to level that skill up may be made. Roll a D100. If multiple successes were made, then add 2 points to the roll per success beyond the first. For example, five successful combat rolls would yield a bonus of +8 to the die roll. If this modified die roll exceeds the character's skill score, then the skill can be leveled up according to the following chart.

For Skills at or below 80 percent, Roll 1d10, add that number to the skill.

For Skills above 80 and at or below 90 percent, Roll 1d6, add that number to the skill.

For Skills above 90 percent, Roll 1d4, add that number to the skill.

For Force Power successes, a D100 roll is made as above, but it is compared against the character's Power attribute instead of a skill score. All successes for any use of Force powers are summed together. Two points for every success beyond the first is added to the D100 roll. If the final result exceeds the character's Power attribute, the character gains Force Points equivalent to 10% of their Power Attribute (round down). If the Power Attribute is below 10 and the rounding would result in 0, then 1 Force Point is gained.

Every 5 adventuring/training sessions in which a Force sensitive character successfully uses a Force power, the character gains 1 Force Bonus Point. When a Force power is used, the Force Bonus Points are used as a modifier to the Force power roll.