Conflict in RPGs can be resolved in two ways: narratively, where resolution is handled entirely through role-playing; and mechanically, where the rules give a way to determine which side (if any) “wins”.
In Call of Cthulhu, the mechanical way is for the KeeperKeeper of Arcane Lore, Game Master, Dungeon Master, Storyteller; whatever you want to call it.
to name a skill and for the player to roll a pair of percentile diceA pair of d10s, where one is the “tens” place and the other is the “ones” place. A 0 on both dice is interpreted as 100.
, succeeding if they roll equal to or below their skill level. The higher your skill, the fewer possible dice results there are above it, so the more likely you are to succeed.
There are a couple of caveats: 1 is always a success and 100 is always a failure.
If this was all there were to it, it wouldn’t be very interesting. What if you’re doing something especially difficult? Something that should challenge even an expert? To dial up the intensity, skill rolls have three difficulty levels: normal, which is as above; hard, where you need to roll under half your skill; and extreme, where you need to roll under a fifth of your skill.
Normal rolls are for things that would challenge a competent person. Hard rolls are for things that would challenge a professional. Extreme rolls are for things at the border of human ability.
Pushing a failed roll
Let’s say our player character Xander is searching for a book about Yig, the Father of Serpents, in an occult book shop. The keeper calls for a Library Use roll, and Xander fails. I guess he doesn’t find the book, everyone go back home.
A player can try to push a failed roll, making the roll again, if they can justify it. This isn’t just a re-roll, time always passes between rolls. So perhaps Xander turns the shop upside down, pulling books out of their shelves, risking being thrown out by the shopkeeper (and not being welcome back) or having the police called on him. The consequences of failing a pushed roll should be worse than for a non-pushed roll.
Unsurprisingly, pushing a roll gives you a better chance at success:
Perhaps Xander isn’t just searching any old book shop, it could be one he knows very well. Maybe he even works there, and has an encyclopaedic knowledge of its inventory. In such circumstances, the keeper may grant the player a bonus die: an additional “tens” die, where the player keeps the lower of the two “tens” values.
Lower rolls are better, so this gives Xander a greater chance of success:
A little disappointingly, it seems that getting a bonus die is exactly the same as pushing the roll. Though pushing a roll with a bonus die is better yet.
On the other hand, perhaps Xander has an unusually hard time searching for the book. Maybe there’s someone in the shop looking for him, and Xander has to not only look for the book but also avoid the other person.
In this case the skill-based task itself (finding the book) isn’t more difficult, but something about the way in which the task is conducted (avoiding the other person) is. So making the skill roll hard when it would have been normal, or extreme when it would have been hard, doesn’t really fit.
For this, the keeper can require the player to roll a penalty die. This is exactly the same as a bonus die, but rather than keeping the lower of the two “tens” values, the player keeps the greater.
Xander will have a hard time indeed:
If a player character goes up against someone significant (another player character, or a major NPC), the keeper may call for an opposed roll. Both sides roll, and the side with the greater degree of success (critical > extreme > hard > normal > failure) wins. If both sides achieve the same degree of success, the one with the higher skill wins. Opposed rolls can’t be pushed. If the skill of one side is over 100 points greater than the other side (this would normally indicate that they’re not human), they automatically win.
Opposed rolls are the standard in melee combat, but should only be used for particularly dramatic moments outside of it. Otherwise it would become tedious, and introduce an unnecessarily high risk of failing narratively unimportant rolls.
Let’s say Xander finds the book and leaves the shop. In the street, a big man firmly grips Xander’s shoulder and tries to draw him down an alley. In such a case, the keeper would probably eyeball the relevant character sheets and say something like “this guy is rather bigger and stronger than you, so breaking his grip and escaping into the crowd will be a hard Brawl roll.” It would only become an opposed roll if Xander tried to fight back.
On the other hand, imagine this sequence of events played out:
Xander, desperately searching for a spell to banish Yig and aware he is being tailed by one of Yig’s cult, ducks into a small occult book shop.
The cultist follows Xander in, but loses sight of him in the shelves.
The keeper calls for a hard Library Use roll with a penalty die; the shop is disorganised, and it’ll be difficult to search while avoiding the cultist.
Xander fails. The keeper says that the cultist hasn’t found him yet, and that he can push it, but if he fails the pushed roll the cultist will definitely find him.
Xander pushes the roll, and fails. He is spotted by the cultist.
As the cultist approaches, Xander realises that their skin looks unusually… squamous. It’s not a human cultist at all, it’s a serpent person, one of the leaders of the cult!
The serpent person recites a strange chant, and Xander begins to feel overwhelmingly lethargic, and can’t move his limbs.
This is clearly a significant conflict between a player character and an important NPC, so an opposed roll would be fitting. POW is the attribute commonly used to cast or resist magic, so the keeper calls for an opposed POW roll.
Let’s say the serpent person is called Yassith. We’ll assume Yassith’s POW is no more than 100 greater than Xander’s.
Here Xander’s skill level is along the X axis and Yassith’s skill level is along the Y axis. The colour shows Xander’s chance of winning the opposed roll; lighter is better.
There’s a very visible discontinuity along the line x = y. There are two factors at play here: firstly, if your skill level is higher than your opponent’s (even only slightly), you’re more likely to win; and secondly, a tie is only possible when both contenders have the same skill level.
Opposed rolls can have bonus or penalty dice. In fact, the rules say that bonus and penalty dice are primarily for use with opposed rolls, but I’m not sure I agree with that. I tend to think of the difficulty level of a skill roll as reflecting the inherent difficulty of the task (finding a book in a disorganised shop), regardless of conditions in which it is performed, and the bonus or penalty dice account for these extra environmental factors (needing to hide from a cultist).
Xander might get a bonus die if he had a talisman which shielded him from the magic:
It looks pretty similar, but try comparing it side-by-side with the previous heatmap. It’s a bit brighter.
Alternatively, Xander might get a penalty die if he hadn’t slept well the night before, and was already not at his best:
Appendix: All the lines on one graph
Success probability line charts
This script generates the graph with all the lines on. Adjust the
for loops at the bottom to control which lines are rendered.
#! /usr/bin/env nix-shell #! nix-shell -i python3 --packages "python3.withPackages(ps: [ps.matplotlib])" import itertools import matplotlib.pyplot as plt import math def simulate(target, combine=None): successes = 0 trials = 0 dice = itertools.product(range(10), range(10), range(10)) if combine is None: dice = itertools.product(range(10), range(10), range(1)) combine = lambda a, b: a for (ones, tensA, tensB) in dice: if ones == 0: if tensA == 0: tensA = 10 if tensB == 0: tensB = 10 if 10*combine(tensA, tensB) + ones <= target: successes += 1 trials += 1 return successes / trials def chance(level, difficulty='normal', push=False, bonus=False, penalty=False): scale = 1 if difficulty == 'hard': scale = 2 elif difficulty == 'extreme': scale = 5 # base chance of success is (1d100 <= level / scale) target = math.floor(level / scale) # rolling 1 is always a success and rolling 100 is always a # failure target = min(99, max(1, target)) # get base probability of success if bonus: base = simulate(target, combine=min) elif penalty: base = simulate(target, combine=max) else: base = simulate(target) # chance of success without pushing straight = base # chance of success with push on failure pushed = straight + (1 - straight) * straight return pushed if push else straight plt.xkcd() plt.figure(figsize=(20,20)) for difficulty in ['normal', 'hard', 'extreme']: for push in [False, True]: for penalty in [False, True]: for bonus in [False, True]: if bonus and penalty: continue label = difficulty.capitalize() if push or bonus or penalty: label += ' (' if push: label += 'pushed' if bonus or penalty: label += ', ' if bonus: label += 'with bonus' elif penalty: label += 'with penalty' label += ')' xs = range(1, 100) ys = [chance(x, difficulty=difficulty, push=push, bonus=bonus, penalty=penalty) for x in xs] plt.plot(xs, ys, label=label) plt.legend() plt.xlabel('Level') plt.ylabel('Probability of success') plt.savefig('rolls.png')
Opposed roll heatmaps
This generates the non-bonus non-penalty version. Adjust the
combine function to get those. This also doesn’t account for skill differences of 100 (an automatic failure), so the heatmap will be wrong if the skill level range is extended.
#! /usr/bin/env nix-shell #! nix-shell -i python3 --packages "python3.withPackages(ps: [ps.matplotlib])" import itertools import matplotlib.pyplot as plt def degree(roll, skill): if roll == 1: return 0 if roll <= skill / 5: return 1 if roll <= skill / 2: return 2 if roll <= skill: return 3 return 4 def simulate(skill1, skill2, combine=None): successes = 0 trials = 0 dice = itertools.product(range(10), range(10), range(10), range(10), range(10)) if combine is None: dice = itertools.product(range(10), range(10), range(10), range(1), range(10)) combine = lambda a, b: a for (ones1, ones2, tens1A, tens1B, tens2) in dice: if ones1 == 0: if tens1A == 0: tens1A = 10 if tens1B == 0: tens1B = 10 degree1 = degree(10*combine(tens1A, tens1B) + ones1, skill1) degree2 = degree(10*tens2 + ones2, skill2) if degree1 < degree2: successes += 1 elif degree1 == degree2: if skill1 > skill2: successes += 1 elif skill1 == skill2: # ties are really unlikely so just ignore them continue trials += 1 return successes / trials plt.xkcd() plt.figure(figsize=(20,20)) combine = None skillrange = list(range(1,101)) data = [ [ simulate(skill1, skill2, combine=combine) for skill1 in skillrange ] for skill2 in skillrange ] data.reverse() plt.imshow(data, cmap='hot') ticks = [0, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100] plt.xticks(ticks) plt.yticks(ticks, reversed(ticks)) plt.xlabel("Xander's level") plt.ylabel("Yassith's level") plt.savefig('heat.png')