2.1 Tier and Grade System

TG System- Tier and Grade Rolling System

All rolls use 2 10-sided dice each marked 0 through 9. (Some may be marked in “10’s”, it’s best to just use two regular 0-9 dice)

Tiers
Tiers are penalties and bonuses in increments of 10. While Players may have Training Abilities or Weapons/Armor that raise their rolls by factors of 1, adjusting Tiers is in factors of 10. The Warden adjusts Tiers in order to reflect the difficulty of a roll.

Grades
Grades reflect the quality of successful rolls. A common school grading system uses A, B, C, and F

A:  90 to 99
B:  80 to 89
C:  70 to 79
F:  00 to 69

The Warden needs to decide what Grade is needed to accomplish what is needed. There are times where an A (90-99) may be needed to be successful. (A bar patron is only going to be impressed with your darts game if you get a bullseye) There are times where there may be varying levels of success. (Your musical performance blows everyone’s minds with an A but with a C no one really enjoys your music, but you did play. With an F you are out of key and drop your instrument and actively offend the audience- complete failure.)

A: Great
B: Good
C: meh…OK
F: Fail
Dice Rolling
Rolling 00 is a Critical Fail with a major negative consequence.Rolling a 99 is an Auto Hit Critical Strike that will Auto Kill anything your Tier or below. Above your Tier it is double damage.

Combat
Attack:  Roll 2d10, take the highest combination, add your modifiersDefend: Roll 2d10, take the highest combination, add your modifiersIn a tie the Defender wins
Players roll in order to AttackPlayers roll during their Defense.

Magic
Casting is a roll of the Caster’s ability, not usually against a target. Depending on the Degree of spell being cast, the Caster will roll 2d10, take the highest combination, and add modifiers in order to reach or get above the Degree cast (a 7th Degree spell needs a roll of 70 and above.) With some spells the Warden can let the player know what Tier of difficulty is needed and thus what Degree of spell needs to be cast to be successful.

Warden Combat

If an Enemy is lower Tier than the players, give them 1 Tier penalty on their rolls, if an Enemy is a higher Tier than the players, give them a 1 Tier bonus against the Players.

Example of Same Tier– a small Slime (Tier 1) is playing a Level 1 Player. Slime rolls 48, Player rolls 76, Player wins. How much damage? 7 plus 6 is 13.

Example of Different Tier– a Kobold (Tier 3) is playing a Level 1 Player. : Kobold rolls 88, Player rolls 89, Kobold wins.
The Kobold is a Tier higher so the Kobolds roll is really a 98, (max is 99). How much damage? 9 plus 8 is 17.
Example of Warden’s perspective in Combat-

If the Players are lower Tier– your rolls are Tiered up, the players roll as usual.
If the Players are a higher Tier– your rolls are Tiered down, the Players roll as usual. The players don’t need to handle any of this.

What should you know? Any Enemy you have to use… what is their HP and what is their Tier?
Bonuses are unnecessary to add on Enemies since that could be understood as being represented in their Tier.

Basic Possible Rolls

0, 00, 10, 20, 30, 40, 50, 60, 70, 80, 9
1, 01, 11, 21, 31, 41, 51, 61, 71, 81, 9
2, 02, 12, 22, 32, 42, 52, 62, 72, 82, 9
3, 03, 13, 23, 33, 43, 53, 63, 73, 83, 9
4, 04, 14, 24, 34, 44, 54, 64, 74, 84, 9
5, 05, 15, 25, 35, 45, 55, 65, 75, 85, 9
6, 06, 16, 26, 36, 46, 56, 66, 76, 86, 9
7, 07, 17, 27, 37, 47, 57, 67, 77, 87, 9
8, 08, 18, 28, 38, 48, 58, 68, 78, 88, 9
9, 09, 19, 29, 39, 49, 59, 69, 79, 89, 9

*1 in 10 chance of rolling doubles (10%)

* 1% chance of rolling any number

Rolls with Highest version of dice order changed and highlighted

0, 01,02,03,04,05,06,07,08,09,0
1, 01, 12,13,14,15,16,17,18,19,1
2, 02, 12, 23,24,25,26,27,28,29,2
3, 03, 13, 23, 34,35,36,37,38,39,3
4, 04, 14, 24, 34, 45,46,47,48,49,4
5, 05, 15, 25, 35, 45, 56,57,58,59,5
6, 06, 16, 26, 36, 46, 56, 67,68,69,6
7, 07, 17, 27, 37, 47, 57, 67, 78,79,7
8, 08, 18, 28, 38, 48, 58, 68, 78, 89,8
9, 09, 19, 29, 39, 49, 59, 69, 79, 89, 9

*notice rolling a 01 through a 09 is out of the possibility.

*notice 45 rolls are now improved

Chance of rolling…

0,0 – Critical Fail 1%0,1 through 0,9 – 0%
Rolling in the…10’s – 3%20’s – 5%30’s – 7%40’s – 9%50’s – 11%60’s – 13%70’s – 15%80’s – 17%90’s – 19%
9,9 – Critical Success 1%

Roughly 51% of rolls will be 70’s,80’s,90’s
Roughly 25% of rolls will be 50’s,60’s
Roughly 25% of rolls will be 10’s,20’s,30’s,40’s

If using an ABCF Grading Scale there is a 51% chance of a player passing their role with no modifiers. With modifiers the player will have much better chances. The Warden can adjust Tiers based on their own expectations.

Editors points

It’s more fun rolling high and we achieve this with the weighting towards the high end of the double digit numbers. There is also the fun of the brief moment where a player rolls a 39 thinking they failed for a split second before their brain realizes it’s actually a 93 and they succeed.

We’re also used to an Grading Scale where 90’s are A’s, 80’s are B’s, and 70’s are average. It is easy to “eyeball” if someone did a “B” job on a check or an “A+” job.

In play against an opponent the rolling is scaled on the opponents so the player can still roll the same as they always would- the Warden will adjust Tiers on their end to determine a hit and damage.