If interested, this is the graph showing the % of getting a specific number on a standard roll, and on the various Bonus or Penalty rolls (ie. rolling more dice and keeping the 2 highest or the 2 lowest).
I usually don't rely on very low chances to get a value (ok, good luck sometime helps, but a mercenary relying on luck is a dead mercenary).
Said so, as you can see the value you get a lot with the standard roll is 11 (pretty simple to get it), and you have very low chance to get a 4- or a 18+.
- If you have Bonus, you usually get at least a ~13, and it's pretty easy to get a 19 too, while it's very rare to get 7- (in short, it's somewhat similar to get a "+3" to a standard roll, even better).
- If you have Double Bonus, your average result is 15, and you'll score 19+ with about 14% chances (critical, baby!). Conversely, the chances for a result of 9- are very rare (and you can forget to suffer a fumble).
- If you have Penalty, the numbers are inverted, so your average result is ~9, it's easy to get a fumble of 3-, and it's very rare to hit a 15+.
- If you have Double Penalty, pray. Your average result is 7, you'll get a 3- fumble with 14% chances, and you can't hope to get the values of 13+.
Thanks for the breakdown! I used similar graphs when I started designing the skills.
I was aiming for a balance between the simplicity of a advantage/disadvantage system with some more granularity for the complexity of a cyberpunk heist.
Hey! I've run a bunch of campaigns of this in the past, do you have a group who is interested in playing? I could make time to run the one-shot in the book or a new adevnture!
Right now I have a very quiet discord server, but it has a channel for Megacity Mercenaries. https://discord.gg/uwYuY7wGrZ If we can find 2 more people I can run an adventure!
← Return to game
Comments
Log in with itch.io to leave a comment.
If interested, this is the graph showing the % of getting a specific number on a standard roll, and on the various Bonus or Penalty rolls (ie. rolling more dice and keeping the 2 highest or the 2 lowest).
I usually don't rely on very low chances to get a value (ok, good luck sometime helps, but a mercenary relying on luck is a dead mercenary).
Said so, as you can see the value you get a lot with the standard roll is 11 (pretty simple to get it), and you have very low chance to get a 4- or a 18+.
- If you have Bonus, you usually get at least a ~13, and it's pretty easy to get a 19 too, while it's very rare to get 7- (in short, it's somewhat similar to get a "+3" to a standard roll, even better).
- If you have Double Bonus, your average result is 15, and you'll score 19+ with about 14% chances (critical, baby!). Conversely, the chances for a result of 9- are very rare (and you can forget to suffer a fumble).
- If you have Penalty, the numbers are inverted, so your average result is ~9, it's easy to get a fumble of 3-, and it's very rare to hit a 15+.
- If you have Double Penalty, pray. Your average result is 7, you'll get a 3- fumble with 14% chances, and you can't hope to get the values of 13+.
Thanks for the breakdown! I used similar graphs when I started designing the skills.
I was aiming for a balance between the simplicity of a advantage/disadvantage system with some more granularity for the complexity of a cyberpunk heist.
Hi, any plans to organise a 0-session or even a mini campaign of this game to see the rules in practice ?
It seems really cool.
Hey! I've run a bunch of campaigns of this in the past, do you have a group who is interested in playing? I could make time to run the one-shot in the book or a new adevnture!
hey, this is just me.
Of there is a discord server where you organise games, pls share.
Cheers
Right now I have a very quiet discord server, but it has a channel for Megacity Mercenaries.
https://discord.gg/uwYuY7wGrZ
If we can find 2 more people I can run an adventure!