Notes: |
The
horizontal bar (-10 to 30) represents the player's level. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The yellow bar
represents the success bandwidth. |
|
|
The examples assume the
PC's ability score is 14. |
|
|
Example
#1: RL=1, RDC=1 positions the band farthest to the left |
|
-10 |
-9 |
-8 |
-7 |
-6 |
-5 |
-4 |
-3 |
-2 |
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Example
#2: RL=20, RDC=20 positions the band farthest to the right |
|
-10 |
-9 |
-8 |
-7 |
-6 |
-5 |
-4 |
-3 |
-2 |
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Example
#3: RL=6, RDC=11 centers the bad at level 6 (RL=2, RDC=20 and RL=10,RDC=1
have EXACTLY THE SAME effect) |
|
-10 |
-9 |
-8 |
-7 |
-6 |
-5 |
-4 |
-3 |
-2 |
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
|
|
|
|
|
|
|
|
|
|
|
RL=6, RDC=11 |
|
|
|
|
|
|
|
|
|
|
|
|
RL=2, RDC=20 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
RL=10, RDC=1 |
|
PC
Ability |
|
14 |
|
Recipe
Level |
5 |
|
<-- Play with these
values to see the effect below |
|
Recipe
DC |
|
11 |
|
|
-10 |
-9 |
-8 |
-7 |
-6 |
-5 |
-4 |
-3 |
-2 |
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
41 |
39 |
37 |
35 |
33 |
31 |
29 |
27 |
25 |
23 |
21 |
19 |
17 |
15 |
13 |
11 |
9 |
7 |
5 |
3 |
1 |
-1 |
-3 |
-5 |
-7 |
-9 |
-11 |
-13 |
-15 |
-17 |
-19 |
-21 |
-23 |
-25 |
-27 |
-29 |
-31 |
-33 |
-35 |
-37 |
-39 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|