Defense Score 
Attack Score  

5  6  7  8  9  10  11  12  13  14  15  16  
5  4.50%  8.92%  15.54%  24.81%  35.85%  47.77%  59.69%  70.73%  80.00%  86.63%  91.17%  94.03% 
6  4.37%  8.57%  14.87%  23.70%  34.20%  45.54%  56.88%  67.39%  76.21%  82.51%  86.97%  89.92% 
7  4.18%  8.06%  13.88%  22.03%  31.72%  42.20%  52.67%  62.37%  70.52%  76.34%  80.67%  83.74% 
8  3.91%  7.34%  12.48%  19.68%  28.26%  37.52%  46.78%  55.35%  62.55%  67.70%  71.84%  75.10% 
9  3.59%  6.48%  10.82%  16.90%  24.13%  31.94%  39.76%  46.99%  53.07%  57.41%  61.34%  64.81% 
10  3.24%  5.56%  9.03%  13.89%  19.68%  25.93%  32.18%  37.96%  42.82%  46.30%  50.00%  53.70% 
11  2.89%  4.63%  7.23%  10.88%  15.22%  19.91%  24.59%  28.94%  32.58%  35.19%  38.66%  42.59% 
12  2.57%  3.77%  5.57%  8.09%  11.09%  14.33%  17.58%  20.58%  23.10%  24.90%  28.16%  32.30% 
13  2.30%  3.05%  4.18%  5.75%  7.63%  9.65%  11.68%  13.55%  15.13%  16.26%  19.33%  23.66% 
14  2.11%  2.54%  3.18%  4.08%  5.15%  6.31%  7.47%  8.54%  9.44%  10.08%  13.03%  17.49% 
15  1.98%  2.19%  2.52%  2.97%  3.50%  4.08%  4.66%  5.20%  5.65%  5.97%  8.83%  13.37% 
16  1.90%  1.99%  2.12%  2.30%  2.51%  2.74%  2.97%  3.19%  3.37%  3.50%  6.31%  10.91% 
1)
This table shows a standard attack/defense chance of success. As an example of
the math used to create this table:
If the attacker has a skill of 12 there is a 1.85% chance of him rolling a critical
success (a roll of 34) and the opponent getting no defense roll.
There is a further 72.22% chance of the attacker rolling a success
(a roll of 512).
If the opponent has a defense roll of 9 he has a 37.5% chance of successfully
defending, meaning that 62.5% of the time he will fail to defend. The final
percentage chance of the attacker hitting his opponent is therefore:
1.85% + (72.22% x [1  37.5%])
1.85% + (72.22% x 62.5%)
1.85% + 45.14% = 46.99%
If you look up the Attack Score (12) across the top and follow that column down to
the row for the Defense Score (9) you will find the chance of your success is 46.99%
in the table.
Quick Contest

A Wins 
B Wins 
Tie 

+10 
99.01% 
0.45% 
0.54% 
+ 9 
98.03% 
0.99% 
0.98% 
+ 8 
96.41% 
1.97% 
1.62% 
+ 7 
93.92% 
3.59% 
2.49% 
+ 6 
90.35% 
6.08% 
3.57% 
+ 5 
85.54% 
9.65% 
4.82% 
+ 4 
79.42% 
14.46% 
6.12% 
+ 3 
72.06% 
20.58% 
7.35% 
+ 2 
63.69% 
27.94% 
8.37% 
+ 1 
54.64% 
36.31% 
9.05% 
+ 0 
45.36% 
45.36% 
9.28% 
In a standard Quick Contest roll neither party has an
advantage, as both parties roll at the same time. Critical Success and Critical
Failure have no effect, the only thing that matters is the margin of victory.
The first column shows A's margin of advantage over B; if A
has a skill of 13 and B a skill of 10 then A's margin is +3, so he has a 72.06%
chance of victory.
Defense Score 
Attack Score  

5  6  7  8  9  10  11  12  13  14  15  16  
5  4.50%  8.99%  15.75%  25.21%  36.52%  48.76%  61.03%  72.42%  82.01%  88.90%  93.56%  96.42% 
6  4.37%  8.70%  15.29%  24.57%  35.71%  47.86%  60.10%  71.53%  81.24%  88.31%  93.15%  96.17% 
7  4.18%  8.25%  14.52%  23.44%  34.27%  46.19%  58.34%  69.80%  79.68%  87.06%  92.24%  95.57% 
8  3.91%  7.61%  13.40%  21.72%  32.02%  43.52%  55.45%  66.91%  77.00%  84.82%  90.54%  94.38% 
9  3.59%  6.80%  11.95%  19.47%  28.96%  39.83%  51.34%  62.68%  72.99%  81.34%  87.77%  92.36% 
10  3.24%  5.90%  10.28%  16.81%  25.26%  35.21%  46.08%  57.12%  67.54%  76.46%  83.71%  89.24% 
11  2.89%  4.98%  8.51%  13.92%  21.15%  29.95%  39.89%  50.42%  60.77%  70.15%  78.25%  84.84% 
12  2.57%  4.09%  6.78%  11.03%  16.92%  24.39%  33.19%  42.89%  52.94%  62.57%  71.40%  79.05% 
13  2.30%  3.32%  5.22%  8.35%  12.90%  18.95%  26.42%  35.06%  44.47%  54.06%  63.37%  71.93% 
14  2.11%  2.73%  3.97%  6.12%  9.42%  14.06%  20.10%  27.49%  35.96%  45.11%  54.54%  63.72% 
15  1.98%  2.32%  3.05%  4.42%  6.66%  10.00%  14.64%  20.64%  27.94%  36.28%  45.46%  54.89% 
16  1.90%  2.07%  2.45%  3.23%  4.63%  6.89%  10.23%  14.85%  20.82%  28.07%  36.63%  45.94% 
This table shows the chance of succeeding in a Resisted
Quick Contest. In a Resisted Contest one party is "attacking" the
other, meaning he has to roll first, and only on a success does the
"defender" have to make a resistance roll.
Some notes on the method used to compute these values:
1) In a Resisted Contest a
Critical Success by the attacker means automatic victory; no resistance roll is
possible.
2) If the attacker rolls a success the defender must make his roll by equal to
or less than the attacker made his roll. This means all ties (which happen
roughly 10% of the time) go to the defender.
The formulas used to compute the values on this table is
similar to that used for the Combat Chance of Success Table (above), however due
to the margin of victory being important the math is considerably more
complicated. For instance, if the attacker has a skill of 12 and the defender
has a skill of 9 you must figure the chance of the attacker rolling a 12 and the
defender rolling a 9 or less, then the attacker rolling an 11 and the defender
rolling an 8 or less, then the attacker rolling a 10 and the defender rolling a
7 or less, etc., etc., etc. Then you add together the chance of success from all of those rolls to figure the final
chance of attaining a success on a given
roll. For that reason I will not be providing an example for this table.
Copyright 2006 by Eric
B. Smith
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