User:Cedric/Difficulty Checks

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There are two main mechanics. Checks that are done in opposition to another are called battles. Checks that are done in relation to the universe-at-large, are called DC checks. In the end, they are the same, but humans (and others) being what they are, tend to seek victories over others that are less worthy, so they employ the mechanics repeatedly. When faced with a cliff wall, the human tends to relinquish the victory to the gods, rather than continually fight.

XXXADD: A class who specializes in the required ability check gets favored, or advantage checks. NO. They get to roll 2 DC (d20) dice and pick the highest. IF your god has the skill, you can get treble advantage (3d20s). This advantage from the gods is only useful, ultimately, if the demi-gods are smarter than the adventurers. This is what balances this advantage: if might ultimately lead you to the demise centered on the main weakness of the demi-god. What balances the extra advantage of the class, however, if you have, say, a quad-classed character getting lots of potential advantage? A: You only get the advantage if you are above-average LVL in the class within the realm. XXXX: more like: your ability score x LVL + your class roll + god-dice (or should these be percentages multiplied/stacked together?).

A steel-reinforced, wooden door, has a stat block and is made by humans. Said humans, looking for their superiority over someone else's idea of [oppressive] control (barbarians) may choose to make a battle with the door. This is no longer a DC check.

Each class has a battle mechanics, consisting of their proficiency (related to LVL or some other mechanic), the any objects or spells they employ (with it`s own dice or AC), their innate ability (ability score), and external factor of the god/desses. That's four factors within each round.

Ability score gets? enhanced after five levels based on class. A fighter's STR goes up +1 if they used their ability for 5 levels. This is true for each multiclass, but if you don't use the ability for 5 levels, it goes down (to average). XXX dice re-arrangement at characger creation handles this already.

Difficulty Checks, in theory, are used at every moment in the universe in deciding outcomes between the universe and language-enabled beings (the remaining characters (animals and such) are within the divine beings that make the universe so their behavior is a factor of those divine beings (except for some hex or such that a sorcerer or witch placed on them)). However, most of the time the result is known (like walking: STR + DEX(possibly)). They, for the moment, are based on an "average", random encounter (as opposed to a fighter choosing to fight someone--this is based on their proficiency and class).

Things that require inaction (sleeping) require no DC checks (or consider DC=0). Need to consider whether DC checks should be a range from 0-40 or something else. The basic idea however, is that the gods normalize a difficulty range of 20, while the user contributes a range of 20 as well, that leaves a range of 40.

The gods and goddesses affect the outcome with a modifier called Assist:

  • females: Assist = goddess_modifier - god_modifier
  • males: Assist = god_modifier - goddess_modifier
  • elves/fey: Assist = yin_modifier on movement, yang_modifier on growth or stillness.

These modifiers range from 0-20, such that they can offset the randomness of the d20 if the player is highly-favored (has complete support of their same-sex god and no disdain from their opposite-sex god). The value of the god modifier is equal to their ability score and proficiency

What can one ascertain from this: that the male and female principles are always evolving in the universe. When the male is out-of-line with the goddess, he gets demerited in challenges. Likewise with the female and the male principle. These modifiers are related to the agendas of demi-god/desses -- (generally) higher-level males and female, above LVL50. The all_that_is is both, so could not add or subtract anything from anyone. Interesting, yes? This suggests that such a Divine Being has already set things up perfectly.

After 3 (1d4+1) failed DC checks, players gain the label sloppy or careless, DM's choice (but sloppy is a mental deficiency while careless is a moral/heart one), for the rest of the session or until a day has passed. This tag gives you disadvantage on all rolls and a -(your roll on the 1d4+1) DC modifier for future DC checks.

PRoblem: 1d20+ability leaves very little room for the extremely difficult to impossible tasks, so there is need for another modifier. 40 as a top number has logic in that way that both the all-that-is and humankind add their "normalized" 20 to the equation to equal 40 as a the game is a simulation and "flattens out" the problem of multiple dimensions. So, that leaves modifying their ability score or the d20 dice roll. Anything over 20 shoudlbe considered the help of the gods, accessed through the dice.

Proficiency dice added to DC checks: consider 1d6 for every point of proficiency in the tactics: 8 groups of 4. These 4 get hyper-specialized by classes (spells for wizards, weapons for fighters, etc.) into 4-6 groups again.

One Ring:

  • Initiative
    • First shot
    • Breaking the ice
  • Strength
    • Martial Art
  • Heart
  • Wits

Each of these has 6 levels of proficiency (or 7 if you count 0 proficiency) to get 144 different values. Total variables: ability score, dice, proficiency OR level... Both of the latter is redundant, so proficiency is the less crude way... perhaps adding 1d6 for every 6 levels of the player (0 extra dice until level 6) is easy enough to manage/handle.

(abiltiy/20)*proficiency%: or ability score (1-20) + proficiency (1-20). What is the relationship between these two? Are they the same curve and mean (given that the former is ranged 0-100% while the latter is (1-40)?

At issue is how much does the rest of the universe interact? In ability adn proficiency the missing perfect numbers add variability from the universe. But another component can be a dice-roll foundation for the weapon/spell/skill at hand. Let's say my score is 100% while an opponents is 50%. My opponent wins 1/3 of the interactions (50 out of 150%). Yet a score of 20 is 6sigma from the average. My 100% is 5x(?) greater than opponent, so this result doesn't add up.

However, consider this formulation... There is 20 from self contributed and up to 20 from Other (the rest of the soul), also 20 from the god-side of the universe and 20 from the goddess side of the universe. How do these interact or sum together? Through complex calculations of the state of the various demigods(demi-goddesses) within, which is too difficult to understand at this time. Sometimes they cancel out, sometimes they add together, so in theory a perfect PC, who is in a universe where all the demi-gods are in alignment with them could get up to 80 score. What if they have no or perfect proficiency?


Proficiency is a measure of your earned abilities, rather than just your (inherited) ability score. Proficiency is a factor of successful and unsuccessful events

Proficiency: [successful_events - unsuccessful_events]^2 +? ability_score

Proficiency = (ability_score/10)^(successful-unsuccessful)

or Proficienty = ailibty-score*(proficiency percentage)

Initial Suggestion:

DC = d20 + ability_score + Assist

As you can see, if the male side and female side are in balance, the modifier from the demigod equals and balances to zero. What this means, is that the universe is set up perfectly.

This equation presumes a male player, a female player gets a - from any gods, while a + from the goddesses, reversing how such help affects the game.

Meditating on this equation shows that only the all_that_is gives no merit or demerit for an act. It's technique is to use trust_scores (a percentage conferred to any being)

DC table:

  • 1: automatic success (unless goddess says no)
  • 20: average difficulty (50/50 chance)
  • 40: nearly impossible

DC that incorporates proficiency[edit]

This mechanic allows use for all encounters, including skills related to class.

DC = dice (up to 20) + ability_score (up to 20) * proficiency (1-100) + Assist(?)
or + proficiency (up to 20) OR DC = dice (d20) + ability_score (up to 20) + (LVL/10)

Dice will depend on one's connection to the gods. A high connection to them will give a flat distribution of a d20, while those with no connection to the gods get 5d4s and practically no chance of rolling a natural 20 -- they'll need proficiency.

The level modifier is rounded so that you only get a +1 bonus after or at level 5 (1/2). This issue of rounding at the 1/2 boundary is a source of intrigue: if you use it, you're considered vain, if you don't, blessed, yet the modifier is what bestows the blessing. So what do you do?

  • Let the DM decide by her/his wits after all the calcs are done to see if it's an issue. If it is, they must be the final arbiter.

//see power equaation (ability_Score/10)^(god_trust_score+1)

This requires the DC table to range up:

  • 100; nearly impossible? witho
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