Monday, March 21, 2016

Percentile Hero

Using Percentile Dice in the HERO System


(Intended for Hero System 4th Edition, aka the “Big Blue Book”)

0. Introduction

The following rules allow Skill rolls, Attack rolls, and Characteristic and Perception rolls to be made on percentile dice (d100) rather than on 3d6. This has two advantages: First, it eliminates the ‘breakpoint’ values of Characteristics for these rolls. A Characteristic of 13 will no longer be a ‘magic number’ - Characteristics of 12 or 14 will be equally cost effective. Second, most people find it easier to understand probabilities expressed as percentages than as chances of rolling under a target number on 3d6; people have a better intuition for “74%” than for “12-” even though the two are almost identical.

1. Skill Rolls

Each skill that had a 3d6 roll under standard HERO rules has a percentage score in this new system: E.g. Demolition 68% rather than Demolition 11-. The percentage scores are calculated as follows:

  • Familiarities have a flat 30% score.
  • General skills have a 60% base score for 3 points, plus an extra 10% for every extra 2 points spent on improving them.
  • Characteristic-based skills have a base score of [(2 × Characteristic) + 40%] for 3 points, plus an extra 10% for every 2 additional points spent.
  • Background skills - Knowledge, Professional, and Science skills - have a base score of either 60% for 2 points or [(2 × Intelligence) + 40%] for 3 points, plus an extra 10% for every additional point spent on the skill.

The GM may have some background skills use a Characteristic other than Intelligence, or may have some skills use two Characteristics: For example, he may have PS: Surgery be based on (INT + DEX + 40%) for 3 points.


Using Skills

When a character uses a skill, the player rolls d100 against the skill percentage. A successful roll indicates successful use of the skill. Skill Levels add +10% to effective skill for each level used. In general, each +1 or -1 modifier under the 3d6 system gives +10% or -10% under the percentile system.
Characters with a modified skill of 100% or more should be granted automatic success unless using an optional rule for “automatic failure” rolls. Characters with a base skill of 60% or better should be considered “competent” or “expert.” With the +40% bonus for routine tasks, they have a modified skill of 100% - don’t bother rolling the dice.
In addition, a failed roll should not usually indicate total, catastrophic failure. If the character has time to keep working on the situation, the GM should allow repeated rolls with a cumulative -10% modifier on each roll. However, if the character fetches tools, takes extra time, or otherwise acts to give himself a bonus, then the GM should allow the roll and not apply the -10% modifier.


Skill vs Skill

Skill versus skill situations can be handled by either of two different methods. The method the GM chooses will depend on what the GM prefers or what he feels is more appropriate for the given situation:
  • In the first method, the first character rolls against skill. On a successful roll, read the 10’s digit. (i.e. round the number rolled down to the nearest 10% - a 38 would round down to 30%). This becomes the penalty to the second character’s roll. If the first character’s roll is between 01 and 09, then the second character rolls with a 0% penalty. If the first character’s roll fails, then the second character doesn’t need to roll at all.
  • In the second method, the first character rolls against skill. On a successful roll, the number rolled becomes the number that the second character has to beat: The second character must roll above the first character’s roll, but less than or equal to his own skill. For example, if the first character rolled a 38, and the second character had a 96% skill, then the second character would have to roll between 39 and 96 to succeed. Again, if the first character’s roll fails, then the second character doesn’t need to roll at all.

In both methods, skills above 100% “wrap around”: Rolls that succeed by 100 or more are read as the number rolled plus 100. For example, if the character has a skill of 124%, then a roll of 08 is read as “108,” a roll of 22 is read as “122” but a roll of 26 is still read as “26.”
This means that characters with very high skills will be hard to beat if they roll well. If the character has a 124% skill and rolls an 06, it is read as “106.” If using the first method, this rounds down to a -100% penalty on the second roll. If using the second method, the second roll has to beat 106, but still come in under the second character’s skill. In either case, the second character will have to have a skill over 100% himself.

Example (using method one): Andarra has Computer Programming at 60%. She tries to set up a security block on her computer system, taking extra time so as to get a +10% bonus. She thus needs to roll a 70 or less to successfully set up the block. She rolls a 36, setting up the block and giving any intruders a -30% penalty on their Computer Programming roll to hack into her system. If she had rolled 52, the penalty would have been -50% to any hackers, and if she had rolled 74, she would have failed to set up any block.
Later, Andarra has her friend Pfred set up a better block. With his levels and special equipment, Pfred’s modified Computer Programming skill for this task is 114%. Pfred rolls a 11. Normally this would give a block with a mere 10% penalty to hack through, but Pfred’s skill is high enough that wrap-around comes into play and the 11 is read as “111.” As a result, hackers attempting to attack this block have a -110% penalty to their Computer Programming skill.

The “meta-rule” here is that the higher the roll the better one has performed - as long as the roll doesn’t go over one’s skill percent.


Complementary Skills

When using a Complementary skill, roll against skill as normal. If the roll is successful, read the 10’s digit on the dice, divide by two, and round up to the nearest 10%. This becomes the bonus given to the main skill. For example, if a “54” is rolled for the complementary skill (and this is a success) then the main skill gets a 30% bonus: Half of 5, rounded up, is 3 - which translates to a 30% bonus.
Remember to apply “wrap-around” for skills above 100%: A roll of 23 against a skill of 130% is really “123” and gives a bonus of 60% to the main skill: Half of 12 is 6 - 60%
Note that the minimum bonus given by a successful complementary skill roll is 10%: A roll of 01-09 (without wrap-around) will give a bonus of 10% rather than 0%.


Skill Modifiers

As noted above, each +1 or -1 worth of “standard” modifier gives a +10% or -10% modifier in the percentile system. For example, the Skill Modifier table on page 18 (4th edition) would translate as follows:
ModifierCircumstance
+30% to +50%Routine
+10% to +30%Easy
-10% to -30%Difficult
-30% to -50%Extremely Difficult
-50% or moreSheer Folly
+10% per levelExtra Time (one or more levels down on the time chart)
+10% to +30%Character has extensive knowledge of the object of his Skill Roll
+10% to +30%Character roleplays the Skill use well
+10% to +30%Using good equipment in connection with the Skill Roll
+10% to +30%Excellent conditions for performing the Skill
-10% to -50%Poor conditions for performing the Skill
-10% to -50%Extremely strange or weird (to the character) object on which to perform the skill
-10% to -50%Lack of proper equipment (if appropriate)
-10% to -30%Combat conditions, for Skills not normally used in combat


2. Characteristic and Perception Rolls

When using percentile dice, a Characteristic roll is [(2 × Characteristic) + 40%]. An Intelligence or Perception roll, for example, would be [(2 × INT) + 40%]. As is the case with skills, each +1 or -1 modifier in the standard HERO rules would translate into plus or minus 10% on the percentage Characteristic roll.

3. Attack Rolls

Percentage Combat Values are calculated as follows:
  • Defensive Combat Value (DCV): (3 × DEX)%
  • Offensive Combat Value (OCV): [(3 × DEX) + 60%]

For Ego Combat Values, substitute EGO for DEX in the above formulae.

When making an Attack Roll using percentile dice, a successful hit requires the character to roll over the target’s DCV but less than or equal to the character’s own OCV. Example: George (OCV 96%) attacks Agent Fred (DCV 30%). George’s d100 Attack Roll must be greater than 30 and less than or equal to 96 for the attack to hit.

Combat Levels and other modifiers mostly apply as usual: Each +1 or -1 modifier in the standard HERO rules gives a 10% modifier in the percentile system. However, note that some modifiers should be switched to apply to the attacker’s OCV rather than to the target’s DCV. In particular, the DCV penalties from a target’s Growth become bonuses to the attacker’s OCV under this system, and likewise the DCV bonuses from Shrinking become OCV penalties to the attacker.

If DCV penalties reduce a target’s DCV below zero, treat the target as having 0% DCV - there are limits to how easy one can make oneself to hit. Before doing this, though, be sure that none of the DCV penalties to the target are really more appropriately applied as OCV bonuses to the attacker (as in the case of Growth, above).

If a character has an OCV greater than 100%, it “wraps around” (and effectively eats into the target’s DCV from the bottom). Example: Speedy Sam (OCV 129%) attacks George (DCV 36%). For Sam, rolls of 01-29 count as “101-129.” Since rolls of 101-129 are above George’s DCV and less than or equal to Sam’s OCV, they hit.

If both OCV and DCV are above 100%, simply drop the 100’s digit from both. I.e. OCV 160% vs DCV 132% simplifies to OCV 60% vs DCV 32%

When making an autofire attack, each full 20 points by which the d100 roll exceeds the target’s DCV indicates an additional hit on the target. For OCV 87% vs DCV 30%, a roll of 31+ indicates one hit, 50+ indicates 2 hits, 70+ indicates 3 hits - and 90+ indicates a clear miss. If the attacker’s OCV “wraps around”, then the autofire count does too: For OCV 115% vs DCV 30%, a 31+ equals 1 hit, 50+ equals 2 hits, 70+ indicates 3 hits, 90+ or 01-09 (read as 101-109) indicates 4 hits, and a roll of 10-15 (read as 110-115) indicates 5 hits. A roll of 16 (too large to wrap-around) indicates a clear miss.

4. Optional Rules: Automatic Failures

The above Percentile Hero rules assume that a character with a modified skill of 100% or more will always succeed. Some GMs like this. Others hate it. For those who hate it, the following optional rules may be used:

Option A:

A roll one point greater than the maximum “wrap-around” is an automatic failure. For example, if the character has a skill of 116%, then a roll of 17 is an automatic failure.

Option B:

On a roll of 98, apply a -10% penalty. On a roll of 99, apply a -20% penalty. On a roll of 100, apply a -30% penalty. If these penalties turn a successful roll on a 98, 99, or 100 into a failure, then the roll counts as a failure. For example, a character with a modified skill of 106% rolls a 99. The additional 20% penalty reduces the skill to 86%. The roll of 99 thus is a failure. But if the character had a skill of 124%, then the 20% penalty would only reduce it to 104% and the roll of 99 would still be a success.

Option C:

Apply both Option A and Option B, above.

Sunday, March 6, 2016

How Much Magic Is There?

“How much magic is there?” in a given fantasy world? This is a question that has answers in multiple dimensions which are only partly interrelated. As an attempt at a breakdown:

What proportion of the population can cast spells or otherwise “do” magic?

The ability to cast spells or otherwise “do” magic can be a rare gift, talent or skill, or it can be a common one. Or it can be universal or nearly so: E.g. 1st and 2nd ed RuneQuest “spirit magic” that anyone can learn and that practically everyone does learn. Or the “magic” can be very very simple: In real life, anyone can nail a horseshoe over a barn door or throw a pinch of salt over their shoulder. In a fantasy world, these things can have real (if minor) magical effects.

(A sidenote: One of the most common forms of ‘folkloric’ magic seems to be magic specifically directed against magical beings. E.g. wearing your clothes turned inside-out makes you invisible to the fay folk but not to ordinary people. Or spitting on an arrowhead to negate a magical beastie’s immunity to arrows. A game example might be “disbelieving illusions.” Generally, you don’t have to be specially talented/gifted/skilled in magic to do these things.)

One can make a distinction between “mundane magic” that’s too weak to count and “real magic” usable only by “real magic users.” By analogy, the US has universal literacy, but not everyone is a “writer.” Which brings us to the next question:

How common are “powerful” magic users compared to “weak” ones?

The magic-user population can form a pyramid, with many ‘hedge wizards’ for every master mage. Or it can be a more even distribution with relatively few weak wizards for each strong one. Or there can be a ‘population inversion’ of power, where powerful wizards exist but weak ones don’t. This last version feels unnatural and counter-intuitive and calls for some in-world explanation (E.g. weak/beginner mages must either grow powerful or die.)

Then there’s the question of what “powerful” means:

What is the absolute level of magic power in the world?

Moving a megalith by magic from Ireland to England might be a once-in-a-lifetime feat by the greatest wizard in a thousand years. Or it might be something that happens once a year, or once a month. Likewise transforming a cat into a dog might be something only a Great Mage can do, or it might be the regular test for an apprentice to graduate. A magical “fireball” might be the size of a fist or the size of a room. It might scorch a man if it hits, or it might burn right through him.

Of course fire magic might be especially weak or hard to do in a given fantasy world, which brings up the next question:

What is magic especially good at or especially bad at?

In some worlds, magic is the “power cosmic” - it can do anything, and it can do it better than any other method. In other worlds, magic has strange limitations, or a specific “flavor.” In 2nd edition RuneQuest, for example, there’s an explanation that the gods prefer to work with energy rather than with matter, and to work with magical energy rather than with other kinds.

Likewise, one fantasy world may have magic slanted to mind or emotion-affecting spells, with the production of physical effects being difficult or impossible. Another might be the opposite: lightning bolts and magical walls are easy to conjure, but mind-control is difficult or impossible.

How easy is it to preform weak magics compared to strong ones?

Classic D&D has a lower limit on how weak spells can be: It is at least as hard (if not harder) to cast a ‘bic-flick’ level candle-lighting spell as it is to cast Burning Hands. A lot of gamers didn’t like this, and ‘cantrips’ were developed as an attempt to ‘fix’ it. Some gamers don’t think this went far enough, and prefer variants and systems where one can easily cast really weak magics.

On the other hand, there is something to be said for making a strong break between mages and non-mages via a minimum ‘up front’ investment for using magic. On the third hand, this result tends to feel unnatural and counter-intuitive, similar to the way having powerful mages but not weak ones.

One variant might be to limit common, weak magic to a purely defensive ‘anti-magic’ role: Magics affecting the magical are common, and easy enough for anyone to preform; magics affecting the mundane have to have power, skill, and talent behind them.

Another variant might be to make weak magics easy for those who know the strong magics, but hard or impossible for those who don’t. Thus trained and talented mages can do trivial stuff with magic, but Joe Peasant and John, Lord Doe cannot. This has the advantage of making mages ‘cooler’ while adding little to their gross power.

Finally:

How easy is it to share the fruits of magic?

The easier it is to share magic, the more commonplace it becomes. This is related to how many mages there are and to how easy it is for them to use magic. These things make it easier to find a mage willing to cast a spell for oneself. It can be partly mitigated by the nature of magic: If healing magic only works on the caster, or on other mages, then healing magic will be less commonplace than if it will work on anyone.

Commonplace magic risks becoming boring, but there is also a danger to making magic rare in an attempt to make it wondrous. Magic must be witnessed to seem wondrous; magic so rare as to never be noticed becomes completely mundane.

As an example, consider Merlin’s transport of Stonehenge to England. If the PCs (or protagonists in read-only fiction) personally witness this, it is most wondrous. If they hear about it but don’t witness it personally, the sense of wonder depends on how reliable the reports seem to the characters. The more mythical the event, the less wondrous it seems.