Difficulty Class

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Revision as of 12:07, 7 April 2024 by Third on the Match (talk | contribs) (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. There are two kinds of Difficulty Classes in Strike & Cinder Dice: Static DCs and the Success Range

Static DCs[edit | edit source]

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[edit | edit source]

Strike & Cinder rolls against PCs, NPCs, and Encounters are measured against Defense DCs. Each Path has a unique Defense DC. To 'hit' a PC or NPC, you need to meet or exceed their Defense 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.

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.

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.