Hard to Kill - An Analysis (Now With Pie! ...Charts)
Jun 4, 2017 3:51:16 GMT -8
Post by Deleted on Jun 4, 2017 3:51:16 GMT -8
This thread is an analysis of the Hard to Kill Edge, using charts to show your chances at Death (1 or Less), Bleeding out (Failure), Not Bleeding out (Success), And being mostly okay (Raise). Each of the four possibilities is color coded with ace results bolded. As we all know, aces reroll and add to themselves, thus a second chart follows the first for each example and shows the results of a single ace.
Raise - Roll on the Injury Table. The Injury goes away in 24 hours, or when all wounds are healed.
Success - Roll on the Injury Table. The Injury goes away when all wounds are healed.
Failure - Roll on the Injury Table. The Injury is permanent and the victim is Bleeding Out.
1 or Less - The Character Dies.
All rolls shown are vigor rolls with a wild die (D6). As trait rolls, wound penalties and fatigue apply. This first chart shows an average adult (Vigor D6) at the time of making their vigor roll for incapacitation. As such they are at a -3 penalty from wounds. They need a result of 4 for a success and an 8 for a raise (4 above a success). With the -3 penalty this means they need a 7 and 11 before penalties. Given that the die type in question is D6, an ace is required to reach those numbers. In order not to get a total of 1 or less the player needs to roll a 5 or higher on the die. In total we see a 44.4% chance of immediate death, a 25% chance of possibly bleeding out, and a 13.5% chance of success, & a 16.9% chance of a raise.
D6 Vigor + Wild Die
Ace Results for D6 Vigor and Wild Die
Placing into effect our Hard to Kill Edge we eliminate the -3 penalty for wounds. We now new a 2 in order to not die instantly, a 4 to succeed, and an 8 to raise. We now have a 2.7% chance of instant death, a 22.2% chance of the possibility to bleed out, a 45.2% chance of success, & a 29.7% chance of a raise.
D6 Vigor + Wild Die w/Hard to Kill
Ace Results for D6 Vigor + Wild Die w/Hard to Kill
Our final analysis shows a giant increase in our odds to not take instantly lethal damage. Our smallest change is to the chance to possibly not bleed out, which improves only slightly. From there we see another large gain in our chance of success and a moderate gain to our chance for a raise. If we compare positive (success & raise) and negative (1 or less & failure) we can see a 44.4% rise in the possibility of a good positive outcome and a 44.5% reduction in the possibility of a negative outcome. These culminate in a 75% chance of positive outcomes and a 25% chance of negative outcomes in characters with hard to kill. Compared to our previous 69.5% chance for a bad outcome with only a 30.5% chance for a good one, we can see this edge makes a staggering difference in survivability when wounds are the major factor at play.
Raise - Roll on the Injury Table. The Injury goes away in 24 hours, or when all wounds are healed.
Success - Roll on the Injury Table. The Injury goes away when all wounds are healed.
Failure - Roll on the Injury Table. The Injury is permanent and the victim is Bleeding Out.
1 or Less - The Character Dies.
All rolls shown are vigor rolls with a wild die (D6). As trait rolls, wound penalties and fatigue apply. This first chart shows an average adult (Vigor D6) at the time of making their vigor roll for incapacitation. As such they are at a -3 penalty from wounds. They need a result of 4 for a success and an 8 for a raise (4 above a success). With the -3 penalty this means they need a 7 and 11 before penalties. Given that the die type in question is D6, an ace is required to reach those numbers. In order not to get a total of 1 or less the player needs to roll a 5 or higher on the die. In total we see a 44.4% chance of immediate death, a 25% chance of possibly bleeding out, and a 13.5% chance of success, & a 16.9% chance of a raise.
D6 Vigor + Wild Die
1, 6 | 2, 6 | 3, 6 | 4, 6 | 5, 6 | 6, 6 |
1, 5 | 2, 5 | 3, 5 | 4, 5 | 5, 5 | 6, 5 |
1, 4 | 2, 4 | 3, 4 | 4, 4 | 5, 4 | 6, 4 |
1, 3 | 2, 3 | 3, 3 | 4, 3 | 5, 3 | 6, 3 |
1, 2 | 2, 2 | 3, 3 | 4, 2 | 5, 2 | 6, 2 |
1, 1 | 2, 1 | 3, 1 | 4, 1 | 5, 1 | 6, 1 |
Ace Results for D6 Vigor and Wild Die
7, 12 | 8, 12 | 9, 12 | 10, 12 | 11, 12 | 12, 12 |
7, 11 | 8, 11 | 9, 11 | 10, 11 | 11, 11 | 12, 11 |
7, 10 | 8, 10 | 9, 10 | 10, 10 | 11, 10 | 12, 10 |
7, 9 | 8, 9 | 9, 9 | 10, 9 | 11, 9 | 12, 9 |
7, 8 | 8, 8 | 9, 8 | 10, 8 | 11, 8 | 12, 8 |
7, 7 | 8, 7 | 9, 7 | 10, 7 | 11, 7 | 12, 7 |
Placing into effect our Hard to Kill Edge we eliminate the -3 penalty for wounds. We now new a 2 in order to not die instantly, a 4 to succeed, and an 8 to raise. We now have a 2.7% chance of instant death, a 22.2% chance of the possibility to bleed out, a 45.2% chance of success, & a 29.7% chance of a raise.
D6 Vigor + Wild Die w/Hard to Kill
1, 6 | 2, 6 | 3, 6 | 4, 6 | 5, 6 | 6, 6 |
1, 5 | 2, 5 | 3, 5 | 4, 5 | 5, 5 | 6, 5 |
1, 4 | 2, 4 | 3, 4 | 4, 4 | 5, 4 | 6, 4 |
1, 3 | 2, 3 | 3, 3 | 4, 3 | 5, 3 | 6, 3 |
1, 2 | 2, 2 | 3, 3 | 4, 2 | 5, 2 | 6, 2 |
1, 1 | 2, 1 | 3, 1 | 4, 1 | 5, 1 | 6, 1 |
Ace Results for D6 Vigor + Wild Die w/Hard to Kill
7, 12 | 8, 12 | 9, 12 | 10, 12 | 11, 12 | 12, 12 |
7, 11 | 8, 11 | 9, 11 | 10, 11 | 11, 11 | 12, 11 |
7, 10 | 8, 10 | 9, 10 | 10, 10 | 11, 10 | 12, 10 |
7, 9 | 8, 9 | 9, 9 | 10, 9 | 11, 9 | 12, 9 |
7, 8 | 8, 8 | 9, 8 | 10, 8 | 11, 8 | 12, 8 |
7, 7 | 8, 7 | 9, 7 | 10, 7 | 11, 7 | 12, 7 |
Our final analysis shows a giant increase in our odds to not take instantly lethal damage. Our smallest change is to the chance to possibly not bleed out, which improves only slightly. From there we see another large gain in our chance of success and a moderate gain to our chance for a raise. If we compare positive (success & raise) and negative (1 or less & failure) we can see a 44.4% rise in the possibility of a good positive outcome and a 44.5% reduction in the possibility of a negative outcome. These culminate in a 75% chance of positive outcomes and a 25% chance of negative outcomes in characters with hard to kill. Compared to our previous 69.5% chance for a bad outcome with only a 30.5% chance for a good one, we can see this edge makes a staggering difference in survivability when wounds are the major factor at play.
W/Wound Penalties | Hard to Kill | Difference | |
1 or Less | 44.4% | 2.7% | ↓41.7% |
Failure | 25% | 22.2% | ↓2.8% |
Success | 13.5% | 45.2% | ↑31.7% |
Raise | 16.9% | 29.7% | ↑12.8% |