community-cypher-system-ref.../patches/de-ogcsrd/057-remove-vague-difficulty.patch
Brian S. Stephan 281a0acbe1
remove a lot of the OG extra content and similar references
these are things that are not included in the core commons version
because they're homebrew, because they are a lot of writing/creativity
that I don't feel comfortable stealing/distributing, or so on. most of
Old Gus's and the community's content is removed in order to have a
near-CSRD state

what remains is the rules clarifications, errata, splicing together some
information from secondary sources (like the Starter Set or from game
authors on Twitter), and organizational assists

things removed includes ideas that I like, but either plan to write my
own way in the future, or again I just don't feel comfortable copying
verbatim, especially if, for instance, I have my own process and don't
need to advocate for a different one

stuff that's likely to get folded into my core is arbitrarily numbered
300s instead of 000s
2025-07-23 11:17:49 -05:00

65 lines
4.3 KiB
Diff

--- _tmp/ccsrd.md 2025-07-21 16:49:19.807608994 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 16:51:19.557369387 -0500
@@ -27453,8 +27453,8 @@
modifications reduce the difficulty to less than 1, the action is routine (and therefore works with no roll needed).
5. If the action still isn't routine, the GM uses its difficulty to determine the target number---how high the player
must roll to succeed at the action (see the [Task Difficulty table](#rules-determining-task-difficulty)). The GM
- doesn't have to tell the player what the target number is, but they can [give the player a
- hint](#vague-difficulty), especially if the character would reasonably know if the action was easy, average,
+ doesn't have to tell the player what the target number is, but they can give the player a
+ hint, especially if the character would reasonably know if the action was easy, average,
difficult, or impossible.
6. The player [rolls a d20](#rules-rolling-the-die). If they roll equal to or higher than the target number, the
character succeeds.
@@ -75050,33 +75050,6 @@
devoted to guiding the story.
:::
-::: {.alert .ps-4 .pb-0}
-##### Vague Difficulty [#](#vague-difficulty){.og-h-anchor aria-hidden="true"} {#vague-difficulty .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-When players are new to the game, it is a good idea to tell them the [difficulty](#rules-task-difficulty) of the task
-ahead. Doing so lets them make informed decisions about whether or not to use [Effort](#effort) to ease a task.
-
-This table can be used when a GM wants to withhold exact difficulty, for example, in a situation perhaps the players
-don't know what they are doing, or are not in the position to fully understand the circumstances---or witness the
-results---of their attempted task. In such instances, the GM can provide a vague sense of how difficult the PC
-*believes* the task will be.
-
-::: table-responsive
- Difficulty Vague Description
- ------------ --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- 0 Routine (succeeds with no roll required)
- 1--2 Easy
- 3--4 Average
- 5--6 Difficult
- 7--10 Impossible (only those with [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), or who use [Effort](#modifying-the-difficulty-effort) will succeed)
- 11--15 [Really Impossible](#really-impossible-tasks) (only high-tier characters, those with [cyphers](#choose-cyphers) that ease tasks, or [power shifts](#optional-rule-power-shifts) will succeed, and even that might require some luck)
-
- : Vague Difficulty
-:::
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### GM Intrusion [#](#gm-intrusion){.og-h-anchor aria-hidden="true"} {#gm-intrusion}
@@ -76022,7 +75995,7 @@
- **Inform the Player:** Tell the player which stat the task will test, and the difficulty---but don't mention the
target number yet. For clarity's sake, the less conversion between those two different number sets, the better. You
- can withhold or be [vague](#vague-difficulty) about difficulty if you like, but new players tend to benefit from
+ can withhold or be vague about difficulty if you like, but new players tend to benefit from
knowing the difficulty until they get the hang of things.
- **Modify the Difficulty:** Guide the player through [modifying the difficulty](#modifying-the-difficulty) using
@@ -77350,7 +77323,6 @@
##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small}
- [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
-- [Difficulty, Vague](#vague-difficulty) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}