I wanna say Bela'kor but I'm not sureAnother guessing game for you all.
Try to figure out the identity of the stranger talking to the two Alpha Legionaries in the side story.
I wanna say Bela'kor but I'm not sureAnother guessing game for you all.
Try to figure out the identity of the stranger talking to the two Alpha Legionaries in the side story.
Can I compromise by taking away 7-8 or does it have to be all of them@Archon7
I did a calculation for your plan...and I have bad news.
It will be better if you cut out the 15 mineral processing facilities.
Can I compromise by taking away 7-8 or does it have to be all of them
I'll make the changes
😺 *Smug Cat*
I will be waiting eagerly.
God of fire, right?Over the months, our priests and priestesses worked hard, collecting and collating all the available lore on the God of Life. The fruit of their labor is the Tar'sanorim Codex.
Unlocked: Lore of Fire; new Faith Actions available.
What? The 70th percentile on 2d100 should be 78, so 90 should be enough.Explore unknown alien ruins XA-06
Cost: 1.5 M minerals, 450K nanomaterials
Time: 12 months
Chance of success: 70%
Rolls: 2d100 = 90 (Failure)
67.5% should be 82 as the minimumExplore unknown alien ruins XA-07
Cost: 750K minerals, 250K nanomaterials
Time: 14 months
Chance of success: 67.5%
Rolls: 2d100 = 86 (Failure)
119 is 34th percentile, which is significantly higher than 70th, and 41 points above 78 if we're measuring by number rather than liklihood.Psiolyte Training Programs (Can be repeated)
Description: There is a very old saying, "Practice makes perfect.". This is a universal truth, and has never been disproved. The new field of psionics cannot be an exception to this rule. We must start some initial training programs to not only hone the skills of our existing psiolytes, but also gain new recruits.
Cost: Negligible
Time: 1 year
Chance of success: 70%
Rolls: 2d100 = 119 (Close success)
Once again, the threshold should have been 78.Basic Wardcrafting Methods
Description: During the years of the Voidspawn Wars, our ancestors utilized many methods to hold back the tides of ruin. Among them was the art of making wards. The wards made by our Wardcrafters went a long way in supporting our forces, or debilitating the enemy. Those methods of old must be rediscovered and if possible, improved upon, if we are to stand against the horrors of the Void.
Time: 2 years
Chance of success: 70%
Rolls: 2d100 = 87 (Failure)
So how does the success percentage matter in any way whatsoever?@The Froggy Ninja
1.That was a typo.
2 - 5.I don't calculate the chances of success mathematically.
I have a fixed scale which I use.
2 - 100 = Failure
101 - 200 = Success
What? So do we add a modifier or something based on the percentage? Because if we're just rolling 2d100 flat and the dc is always 100, then I'm not sure how the chances of rolling well are at all different between any two given rolls.@The Froggy Ninja
That simply gives one the chances of rolling a good roll. What kind of roll you get is entirely random, however.
I think this one was a touch out of place Zol.
Good thing the Old Ones croaked from the war in heaven right?
Here you have:Interested in playing, but...
I'm actually also confused about how "chance of success" affects anything.
For example, if we choose an action that's something impossible, say we want to find an eldar craftworld hiding in the system and the chance of success is 1%.
Is 2-100 still failure and 101-200 still success?
Or is something being done with the dice roll so that there's a greater chance of hitting a failure? Like are you setting the first die equal to the chance of success and only rolling the second dice? Because that would make sense and be kinda clever.
Edit: In any case, I think I'll start playing, but the answer to the chance of success question will affect the kinds of plan I'd go for, is all.
That simply gives one the chances of rolling a good roll. What kind of roll you get is entirely random, however.
Yes, but what method is used to change the chances, is the question I want to ask.