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Torg Player Rules

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DIFFICULTY NUMBER SCALE<br />

Description Difficulty Odds Modifier<br />

Very Easy 3 80% -5<br />

Easy 5 75% -3<br />

Average 8 50% 0<br />

Complicated 10 30% +2<br />

Difficult 12 20% +4<br />

Hard 13 15% +5<br />

Very Hard 15 5% +7<br />

Extremely Hard 18 — +10<br />

Incredible 22 — +14<br />

Nearly Impossible 25 — +17<br />

how much more difficult it is based on the circumstances and then<br />

apply an appropriate modifier.<br />

Many of the skills listed in Chapter Three have sample difficulty<br />

numbers and modifiers provided in their descriptions. Those numbers<br />

are all based off of the Difficulty Number Scale.<br />

Values and Measures<br />

At the heart of the <strong>Torg</strong> system is the concept of values and<br />

measures. A value refers to a quantity measured in a way which<br />

can be used in the game, such as a weight value of 11, a time value<br />

of 9, a distance value of 4 and so on. A measure is a measurement<br />

from the real world, such as 150 kilograms, one minute, six meters<br />

and so on. Values and measures can be converted back and forth<br />

so that real world values can be expressed in game terms and so<br />

that players will know what a particular value in the game means<br />

in terms they can easily understand.<br />

Alternate Scale Descriptions<br />

Chapter Four: The <strong>Rules</strong><br />

In the first edition of the <strong>Torg</strong> rulebook, the Difficulty<br />

Number Scale used some different labels to describe the<br />

various difficulty levels. Since some products published<br />

for <strong>Torg</strong> use those labels, their equivalents in this rulebook<br />

are provided here:<br />

First Edition This Book<br />

2:1 Against Complicated<br />

10:1 Hard<br />

Heroic Very Hard<br />

100:1 Extremely Hard<br />

1000:1 Incredible<br />

Never Tell Me the Odds Nearly Impossible<br />

Most game systems use either a consistent scale for their<br />

attributes—each point of an attribute represents a specific amount<br />

of real-world measure—or they have no scale at all. The problem<br />

with such systems is that while they work fine in a limited setting<br />

(fantasy, horror, etc.) they either fall apart when bigger things<br />

(like technological weapons) are introduced, or they require huge<br />

numbers to represent the top end of the scale. For example, if a<br />

dagger does “one die of damage,” how many dice do you roll for<br />

the main cannon of the Death Star?<br />

<strong>Torg</strong> solves this problem by the use of a logarithmic scale. A<br />

logarithmic scale is one like the Richter scale, or the Decibel scale,<br />

where each point represents a greater proportional amount than<br />

the point before. For example, a level four earthquake is far more<br />

than twice as powerful than a level two earthquake, because each<br />

point on the Richter scale is 10 times as large as the point before.<br />

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