Optimal Chance and Value

In this game one should be efficient in spending abilities between those that add extra value (like strength) versus ones that add extra hit chance (like focuses or intelligence). One can create a model where for any given input of value the character can decide to increase their hit chance by 1 and reduce their value input by one. In the simplest case this describes how a character would allocate an recently gained ability point to enhance value or hit chance. The result is the following table. The value column represents the total value a spell or weapon has including any value modifiers. The TN column represents the optimal hit score for that value. If a character has a certain value and also has the optimal hit score than that character should invest points into value until that value reaches the next tier. At that time it would be optimal to add another hit point.

Optimal TN for a Given Spell or Weapon Value for a 3D6 Ability Test

Minimum Value

Optimal TN

0 or less

8

0.24

9

2

10

4

11

6.4

12

9.62

13

15.07

14

23.6

15

39.33

16

76.67

17

222

18

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