ffilz
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I've never been very happy with non-combat skills in Cold Iron. The original designer has only ever shared much detail about one sort of non-combat skill - Riding...
Let's start with some basic stuff. Cold Iron resolution uses the cumulative standard normal distribution rendered in chart form along with dice as a randomizer. So the cumulative normal distribution shows the cumulative probability of landing somewhere on the curve or lower. The steps are modifiers called a Chance Adjustment (or CA). A Chance Adjustment less than zero happens 50% of the time. The way a roll is made is you roll digits of a decimal number between 0 and 1, normally two at a time using D100. So a 50 is 0.50. To get a non-negative CA you need to roll a 0.50 or better, 0.56 scores a +1 while a 0.44 scores a -1. The math behind a CA is that a +20/6 is one standard deviation above average.
Here is a Google Sheets rendering of the Chance Adjustment Chart (at least the non-negative half):
For combat, basically you take an attack rating, add a Chance Adjustment and compare to a defense rating.
Attack ratings are generally Fighter Level + 1/2 Skill Level + STR modifier + DEX modifier
Dodge is Fighter Level / 2 + Skill Level + DEX modifier
Weapon Parry is Fighter Level / 2 + Skill Level + DEX modifier + MIN(STR modifier, Skill Level)
Shield Parry is Fighter Level / 2 + Skill Level + DEX modifier + Shield Size (1 to 5 for most characters) + MIN(STR modifier, Skill Level * 2 + 4)
Defenses are penalized for size (and shields have a size requirement that means that for large creatures, the largest shield size modified by size modifier is always +5). You can also never use more than a 6 more STR modifier in attack than the defender gets to use.
Margin of success factors in for combat in that if you net 7 or more than the defender you do double damage (i.e. approximately one standard deviation above). For each 2 more you get another multiple, but armor has a Critical Protection factor that reduces your margin of success when checking for triple or better damage.
Now I don't think non-combat skills need quite that level of complexity. I'm inclined to have skill ratings be 2 * Skill Level (no class level) + 1 or 2 attribute modifiers.
I started off PCs in Cold Iron Samurai Adventures with Expertise Level 3 which gave them enough skill points for 5 level 3 skills and 5 level 1 skills. Skills cost (L * (L + 1) / 2) skill points (or L points to go from L-1 to L) and Expertise Level gives you 5 + 5*((L * (L + 1)) / 2) skill points. I expect most starting characters to take Expertise Level 3 though if one REALLY wanted to focus on that at the expense of fighting or magic, Expertise Level 4 could be had. I don't expect characters to advance as far in Expertise Level as Fighting Level, Magic Level, or Cleric Level.
But then the question is what should margins of success look like and what do static "target numbers" look like to make things reasonable.
Social skills should probably mostly be PC rating + CA vs NPC rating. A simple success should be enough to get something basic, with higher margin of success being necessary for more extreme goals.
Crafting skills probably mostly wouldn't require a roll, and rather would qualify the character for employment though opportunities to craft while on adventure might require a roll.
Athletic skills should as much as possible require a single roll unless the challenge is truly an extended challenge.
But beyond those kinds of ideas, I'm pretty stumped...
Let's start with some basic stuff. Cold Iron resolution uses the cumulative standard normal distribution rendered in chart form along with dice as a randomizer. So the cumulative normal distribution shows the cumulative probability of landing somewhere on the curve or lower. The steps are modifiers called a Chance Adjustment (or CA). A Chance Adjustment less than zero happens 50% of the time. The way a roll is made is you roll digits of a decimal number between 0 and 1, normally two at a time using D100. So a 50 is 0.50. To get a non-negative CA you need to roll a 0.50 or better, 0.56 scores a +1 while a 0.44 scores a -1. The math behind a CA is that a +20/6 is one standard deviation above average.
Here is a Google Sheets rendering of the Chance Adjustment Chart (at least the non-negative half):
For combat, basically you take an attack rating, add a Chance Adjustment and compare to a defense rating.
Attack ratings are generally Fighter Level + 1/2 Skill Level + STR modifier + DEX modifier
Dodge is Fighter Level / 2 + Skill Level + DEX modifier
Weapon Parry is Fighter Level / 2 + Skill Level + DEX modifier + MIN(STR modifier, Skill Level)
Shield Parry is Fighter Level / 2 + Skill Level + DEX modifier + Shield Size (1 to 5 for most characters) + MIN(STR modifier, Skill Level * 2 + 4)
Defenses are penalized for size (and shields have a size requirement that means that for large creatures, the largest shield size modified by size modifier is always +5). You can also never use more than a 6 more STR modifier in attack than the defender gets to use.
Margin of success factors in for combat in that if you net 7 or more than the defender you do double damage (i.e. approximately one standard deviation above). For each 2 more you get another multiple, but armor has a Critical Protection factor that reduces your margin of success when checking for triple or better damage.
Now I don't think non-combat skills need quite that level of complexity. I'm inclined to have skill ratings be 2 * Skill Level (no class level) + 1 or 2 attribute modifiers.
I started off PCs in Cold Iron Samurai Adventures with Expertise Level 3 which gave them enough skill points for 5 level 3 skills and 5 level 1 skills. Skills cost (L * (L + 1) / 2) skill points (or L points to go from L-1 to L) and Expertise Level gives you 5 + 5*((L * (L + 1)) / 2) skill points. I expect most starting characters to take Expertise Level 3 though if one REALLY wanted to focus on that at the expense of fighting or magic, Expertise Level 4 could be had. I don't expect characters to advance as far in Expertise Level as Fighting Level, Magic Level, or Cleric Level.
But then the question is what should margins of success look like and what do static "target numbers" look like to make things reasonable.
Social skills should probably mostly be PC rating + CA vs NPC rating. A simple success should be enough to get something basic, with higher margin of success being necessary for more extreme goals.
Crafting skills probably mostly wouldn't require a roll, and rather would qualify the character for employment though opportunities to craft while on adventure might require a roll.
Athletic skills should as much as possible require a single roll unless the challenge is truly an extended challenge.
But beyond those kinds of ideas, I'm pretty stumped...