- botch on 100
- fail over goal
- success at/under goal
- triumph under 1/10th of goal
Pentola leverages opposed rolls a lot, and it's essentially a case where N participants roll and then compare their results in bands.
A: 5 (triumph)
B: 30 (success)
C: 45 (success)
D: 68 (fail)
E: 100 (botch)
We can compare results by eyeballing them, basically. E botched and does worse than everyone, including D who failed.
This prevents anyone from having to do additional calculations on degree of success (I got 50 under my goal, so that's five degrees...), etc.
Opposed rolls use it, and so does my weapon rework.
On a triumph, you do damage equal to your actual roll, ignoring armor altogether.
When you succeed for the first time on an adventure at a normal or harder test using a skill, mark it.
Whenever you botch a skill in use, it goes up by 3, indicating learning from failure.
Knacks are abilities characters mutate over time as a result of their actions and beliefs. Some are gained from vocations or skills.
I like the d% for granularity and clarity, and @ammourazz's thread has made me introspect everything.