Difficulty Class: Difference between revisions
(Created page with "A Difficulty Class (also known as the DC) is the number of Passes you need in a rolled dice pool for that roll to be considered a success. There are two kinds of Difficulty Classes in Strike & Cinder Dice: Static DCs and the Success Range == Static DCs == Static DCs are a single number, and meeting or exceeding it is considered a success. The result is binary. Either it is a success, or it is not. == Defense DCs == '''Strike & Cinder rolls against PCs, NPCs, and Enco...") |
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A Difficulty Class (also known as the DC) is the number of Passes you need in a rolled dice pool for that roll to be considered a success. | A Difficulty Class (also known as the DC) is the number of Passes you need in a rolled dice pool for that roll to be considered a success or a 'hit'. The Difficulty Class is used differently from the [[Succcess Range]], so be mindful of the correct application of both. | ||
== | == DCs are static == | ||
DCs are a single number, and meeting or exceeding it is considered a success. The result is binary. Either it is a success, or it is not. You are invited to use how many [[Dice Mechanics#Passes|Passes]] you get above the static DC to add a little more oomph to it in the flavour. | |||
Strike & Cinder rolls against PCs, NPCs, and [[Encounters]] are measured against the Difficulty Class. Each [[Paths|Path]] has a unique Defence DC. To 'hit' a PC or NPC, you need to meet or exceed their Defence DC. Feel free to use these for other physical scenarios as well, such as grappling or even something more mundane like, chasing or dancing together. | |||
= | = DC Chart = | ||
Human DC 1 | |||
Arcanist DC 2 | |||
Half-blood, Cursed, and Possessed DC 3 | |||
Natural Shifter DC 4 | |||
Afflicted Shifter DC 4. If they Shift, their DC becomes 5. | |||
Undying DC 4 | |||
Spirit DC 10. If they Manifest, their DC becomes 2. | |||
==Notes== | |||
As noted before, the dice system is not required for combat unless the thread is for advancement. If it is not for advancement, then feel free to discuss it with your partner. Feel free to use it even if it isn't for advancement. | As noted before, the dice system is not required for combat unless the thread is for advancement. If it is not for advancement, then feel free to discuss it with your partner. Feel free to use it even if it isn't for advancement. | ||
A successful hit goes to the roll in cases where the roll matches the DC. This means that the attacker wins. | *A successful hit goes to the roll in cases where the roll matches the DC. This means that the attacker wins. | ||
*A successful hit is pure abstraction, with possible reasons for the result up to the player. | |||
A successful hit is pure abstraction, with possible reasons for the result up to the player. | *A successful hit that reaches 10 passes or above deals two strikes to Luck, considered a critical hit. | ||
*A successful hit with Cinder versus a Spirit targets the Spirit's Manifested DC. | |||
A successful hit that reaches 10 passes or above deals two strikes to Luck, considered a critical hit. | |||
A successful hit with Cinder versus a Spirit targets the Spirit's Manifested DC. |
Revision as of 12:13, 7 April 2024
A Difficulty Class (also known as the DC) is the number of Passes you need in a rolled dice pool for that roll to be considered a success or a 'hit'. The Difficulty Class is used differently from the Succcess Range, so be mindful of the correct application of both.
DCs are static[edit | edit source]
DCs are a single number, and meeting or exceeding it is considered a success. The result is binary. Either it is a success, or it is not. You are invited to use how many Passes you get above the static DC to add a little more oomph to it in the flavour.
Strike & Cinder rolls against PCs, NPCs, and Encounters are measured against the Difficulty Class. Each Path has a unique Defence DC. To 'hit' a PC or NPC, you need to meet or exceed their Defence DC. Feel free to use these for other physical scenarios as well, such as grappling or even something more mundane like, chasing or dancing together.
DC Chart[edit | edit source]
Human DC 1 Arcanist DC 2 Half-blood, Cursed, and Possessed DC 3 Natural Shifter DC 4 Afflicted Shifter DC 4. If they Shift, their DC becomes 5. Undying DC 4 Spirit DC 10. If they Manifest, their DC becomes 2.
Notes[edit | edit source]
As noted before, the dice system is not required for combat unless the thread is for advancement. If it is not for advancement, then feel free to discuss it with your partner. Feel free to use it even if it isn't for advancement.
- A successful hit goes to the roll in cases where the roll matches the DC. This means that the attacker wins.
- A successful hit is pure abstraction, with possible reasons for the result up to the player.
- A successful hit that reaches 10 passes or above deals two strikes to Luck, considered a critical hit.
- A successful hit with Cinder versus a Spirit targets the Spirit's Manifested DC.