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Levels Above Heroic
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Dr. Bidlo
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PostPosted: Wed Jan 05, 2022 11:42 pm    Post subject: Reply with quote

Whill wrote:
RAW's flat difficulty number range system is based on fives and tens, but each die rolled has an average roll of 3.5. What I did was make a modified flat difficulty range chart based on the above random difficulty chart (thus based on 3.5 and 7):

DIFFICULTY NUMBERS
....1-3. Very Easy (1D)
....4-7. Easy (2D)
. 8-14. Moderate (3D-4D)
15-21. Difficult (5D-6D)
22-28. Very Difficult (7D-8D)
29-35. Heroic (9D-10D)
36-42. Heroic+7 (11D-12D)

The die codes here are just corresponding die codes for GM planning, to balance challenge levels of characters and tasks in adventures, because IMO the difficulty number system should directly correspond to the dice you roll to beat it. Assuming the wild die is 2-5, the average roll of the die codes will defeat the difficulty for VE and E. For the levels above 2D, the average roll of the first (odd) die code will beat the bottom half of the difficulty range, and the average roll of the top (even) die code will beat the top half of the range.

You make some good points... the average roll on a single die is 3.5, but this simple probability doesn't seem to be considered anywhere in the RAW... when we as game tweaker create house rules we either stick with the irregular conventions that skew at the extremities, or adopt more logical, but less familiar value ranges.
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Dr. Bidlo
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PostPosted: Thu Jan 06, 2022 1:40 pm    Post subject: Reply with quote

I do like the additional difficulty levels beyond Heroic and agree to follow the pattern established in the RAW, they should have names. The only time I have ever needed to worry about a difficulty 80+ was when I ran a high skill jedi character to use Concentation to enhance a proton torpedo shot with Fire Control while using a Force Point to hit an exhaust port on a torpedo sphere in a scene mimicking the Death Star trench run.

It is not something that comes up often, but still worth including to a point, as CRMcNeill has proposed.
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pakman
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PostPosted: Thu Mar 10, 2022 5:23 pm    Post subject: Reply with quote

Wow...what a long term thread!

here are the terms I use for my game.

(for various other reasons, I call them Difficulty Levels and give them numbers, which allows me to equate them to other terms in my house rules, such as increase difficulty one level - while not too hard without numbers, makes it even easier with....anyway, like always, I digress).

Adjust the numeric values based on your own personal game....

Difficulty Level
1 Very Easy
2 Easy
3 Moderate
4 Difficult
5 Very Difficult
6 Extremely Difficult
7 Heroic
8 Legendary
9 Insane
10 Impossible


I avoided terms like "god like" etc, because while those were cool, I felt they were better suited for a supers game instead of star wars.

however, each group gotta do what they gotta do!!!
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CRMcNeill
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PostPosted: Thu Mar 10, 2022 9:14 pm    Post subject: Reply with quote

One recent idea I've had is a Difficulty Level below Very Easy, but above Automatic. I call it Simple (as in, "so-and-so can perform simple tasks"), with a Range of 1-2, so that even a character with 1D in a skill can tie or beat the Difficulty unless they roll a Wild.
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Whill
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Joined: 14 Apr 2008
Posts: 10435
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Thu Mar 10, 2022 10:16 pm    Post subject: Reply with quote

Dr. Bidlo wrote:
Whill wrote:
RAW's flat difficulty number range system is based on fives and tens, but each die rolled has an average roll of 3.5. What I did was make a modified flat difficulty range chart based on the above random difficulty chart (thus based on 3.5 and 7):

DIFFICULTY NUMBERS
....1-3. Very Easy (1D)
....4-7. Easy (2D)
. 8-14. Moderate (3D-4D)
15-21. Difficult (5D-6D)
22-28. Very Difficult (7D-8D)
29-35. Heroic (9D-10D)
36-42. Heroic+7 (11D-12D)

The die codes here are just corresponding die codes for GM planning, to balance challenge levels of characters and tasks in adventures, because IMO the difficulty number system should directly correspond to the dice you roll to beat it. Assuming the wild die is 2-5, the average roll of the die codes will defeat the difficulty for VE and E. For the levels above 2D, the average roll of the first (odd) die code will beat the bottom half of the difficulty range, and the average roll of the top (even) die code will beat the top half of the range.

You make some good points... the average roll on a single die is 3.5, but this simple probability doesn't seem to be considered anywhere in the RAW... when we as game tweaker create house rules we either stick with the irregular conventions that skew at the extremities, or adopt more logical, but less familiar value ranges.

Thanks.

CRMcNeill wrote:
One recent idea I've had is a Difficulty Level below Very Easy, but above Automatic. I call it Simple (as in, "so-and-so can perform simple tasks"), with a Range of 1-2, so that even a character with 1D in a skill can tie or beat the Difficulty unless they roll a Wild.

That's a good option for those who feel they must dogmatically adhere to the arbitrary 'count by fives' difficulty scale of RAW. My Very Easy is already 1-3 so I'm good with that being the bottom.
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garhkal
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PostPosted: Fri Mar 11, 2022 1:46 am    Post subject: Reply with quote

pakman wrote:
Wow...what a long term thread!

here are the terms I use for my game.

(for various other reasons, I call them Difficulty Levels and give them numbers, which allows me to equate them to other terms in my house rules, such as increase difficulty one level - while not too hard without numbers, makes it even easier with....anyway, like always, I digress).

Adjust the numeric values based on your own personal game....

Difficulty Level
1 Very Easy
2 Easy
3 Moderate
4 Difficult
5 Very Difficult
6 Extremely Difficult
7 Heroic
8 Legendary
9 Insane
10 Impossible


I avoided terms like "god like" etc, because while those were cool, I felt they were better suited for a supers game instead of star wars.

however, each group gotta do what they gotta do!!!


You're forgetting one.. Ludicrous!
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pakman
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PostPosted: Sat Mar 12, 2022 4:14 pm    Post subject: Reply with quote

garhkal wrote:
pakman wrote:
Wow...what a long term thread!

here are the terms I use for my game.

(for various other reasons, I call them Difficulty Levels and give them numbers, which allows me to equate them to other terms in my house rules, such as increase difficulty one level - while not too hard without numbers, makes it even easier with....anyway, like always, I digress).

Adjust the numeric values based on your own personal game....

Difficulty Level
1 Very Easy
2 Easy
3 Moderate
4 Difficult
5 Very Difficult
6 Extremely Difficult
7 Heroic
8 Legendary
9 Insane
10 Impossible


I avoided terms like "god like" etc, because while those were cool, I felt they were better suited for a supers game instead of star wars.

however, each group gotta do what they gotta do!!!


You're forgetting one.. Ludicrous!


Actually I REALLY wanted to use it.
While start wars is a bit "pulp-ish" I wanted to take a slightly more serious tone. but yeah, totally onboard with Ludicrous!
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Dr. Bidlo
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PostPosted: Sat Mar 12, 2022 9:24 pm    Post subject: Reply with quote

Shouldn't the 10th level be "Impossible even for a computer"?
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garhkal
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PostPosted: Sun Mar 13, 2022 2:51 am    Post subject: Reply with quote

Also you forgot "Dont tell me the odds!" Wink
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Whill
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Joined: 14 Apr 2008
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Sun Mar 13, 2022 11:34 am    Post subject: Reply with quote

garhkal wrote:
Also you forgot "Dont tell me the odds!" Wink

Rolling Eyes It's, "Never tell me the odds!"
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garhkal
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PostPosted: Sun Mar 13, 2022 4:03 pm    Post subject: Reply with quote

Same difference whill...
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Whill
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PostPosted: Sun Mar 13, 2022 4:16 pm    Post subject: Reply with quote

Sorry, it's my fave quote by my fave Star Wars character. Some people get all bent out of shape over "Luke, I am your father" but I let that one go.
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