Quote:
Originally Posted by viktor_haag
Earthdawn's system was built on a notion similar to this, where each "level" of capability represented the mid-point of the bell curve for the dice thrown when using that capability.
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The odd thing, and something that might in fact break the game (though I can't tell for certain without more detail) is that some numbers represent a bell curve (10 = 2D10 being one such example) while others are a flat distribution (5 = 1D10 is an example here). This means that your dice will behave in quite startlingly different patterns depending on your skill level.
If you don't mind mr reviewer, could you list the full range of dice values from level 1 to maximum? That way I can work out how the probabilities shift.
Ash