Template:Skill Rolls: Difference between revisions

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Example DCs:
Example DCs:
Trivial: DC 6
* Trivial: DC 6
Easy: DC 8
* Easy: DC 8
Medium: DC 10
* Medium: DC 10
Hard: DC 12
* Hard: DC 12
Near-Impossible: DC 15
* Near-Impossible: DC 15


Please note the time ≠ complexity. A project can be time-consuming and simple, or quick when in expert hands. Your point threshold and complexity DC should be chosen independently to reflect this concept.
Please note the time ≠ complexity. A project can be time-consuming and simple, or quick when in expert hands. Your point threshold and complexity DC should be chosen independently to reflect this concept.

Revision as of 18:30, 9 November 2025

Skill Rolls

All skill rolls are based on the skills available within Project Zomboid, as well as any other modded skills that may be present. For more information on skills, see the Project Zomboid wiki page on Skills.

Almost every Mechanical Skill is tied to a roll, automatically giving modifiers to it. Modifiers given by Skills are equal to Skill Level/2. So a Level 6 Skill will give a modifier of +3 to the relative roll.

General Rolls
Skill Name Level 4 Level 6 Level 8 Level 10
Fitness 3 HP 4 HP 5 HP 6 HP
Strength -1 to Melee Attack & Def - +1 Melee Attack & Def +2 Melee Attack & Def
Nimble +2 Nimble & Unarmed +3 Nimble & Unarmed +4 Nimble & Unarmed +5 Nimble & Unarmed
Sneaking +2 Hiding +3 Hiding +4 Hiding +5 Hiding
Crafting Skills +2 Crafting Skill +3 Crafting Skill +4 Crafting Skill +5 Crafting Skill
Combat Skills +2 Weapon Skill +3 Weapon Skill +4 Weapon Skill +5 Weapon Skill
Aiming +2 Ranged Attack +3 Ranged Attack +4 Ranged Attack +5 Ranged Attack
Reloading +2 Reloading +3 Reloading +4 Reloading +5 Reloading

1.0 Crafting

1.1 Time & Point Threshhold

Players roll to accumulate "points" toward a crafting threshold equal to 2 x The Minimum Number of Days Requested. Point thresholds can reach no less than 0.5 (or an "instant" craft, 1 point maximum) but no more than 4 (or a "complex craft", 8 points maximum) based on the "complexity" of the project.

Staff determines the needed materials. Requested crafting materials will be based on an equivalent or near-equivalent crafting recipe, if available. If not available, this is a collaborative process. Never feel afraid to offer alternative suggestions to an offered crafting recipe, should any ideas arise.

Crafting begins once all materials are assembled. Players must provide sufficient RP showcasing what happens relative to their roll. Maybe they struggle to concentrate and don't get as much done as they hoped. Maybe they make a mistake and have to spend extra time correcting it. Maybe they have a breakthrough, and things go especially well that day. Your RP should reflect your roll, and your roll will inform your RP.

Examples of 0.5 or "Instant" Projects

  • Sewing together some socks
  • Minor whittling
  • Basic soldering
  • Tinting a car window

Examples of 4+ Day Projects

  • Sewing a wedding dress
  • Crafting an ornate bookshelf
  • Rerouting plumbing
  • Painting a car

Successful rolls past a certain DC (see below) earn 2 points. Unsuccessful rolls earn 1 point. Critical successes (a "natural 12" on the die) earn 4 points, effectively eliminating that day's work and an extra day's worth of work. No more than two critical successes can impact a project at a time. Subsequent critical successes are counted as normal successes. Critical failures (a "natural 2" on the die) accumulate no points, requiring an extra day, or lead to the destruction of one or more of the materials involved in crafting the item, requiring time to be spent to gather more. No more than one critical failure can impact a project at a time. Subsequent critical failures are simply counted as normal failures.

1.2 DC & Complexity

Your DC is chosen based on how complex the project is. Knitting a blanket, while time-consuming, is a trivial task for most people with basic tailoring knowledge. Building a computer, on the other hand, is a relatively hard task that, in theory, does not take a lot of time in experienced hands.

Example DCs:

  • Trivial: DC 6
  • Easy: DC 8
  • Medium: DC 10
  • Hard: DC 12
  • Near-Impossible: DC 15

Please note the time ≠ complexity. A project can be time-consuming and simple, or quick when in expert hands. Your point threshold and complexity DC should be chosen independently to reflect this concept.

1.3 Simultaneous Projects

Projects attempted at the same time lead to an increase in the DC's "tier" for the projects. Both projects will still maintain their own time/point thresholds. For example, say you have two projects: 6 Point Threshold, Easy 2 Point Threshold, Medium

Should one choose to attempt to craft both of these at once, the DC tiers increase to Medium and Hard, respectively. Both rolls will still occur independently of each other and accrue points independently. Up to four projects can be attempted at once. Alternatively, projects can be attempted sequentially and will not incur a DC penalty.

2.0 Miscellaneous Skill Rolls

Rolling skills can be something done for personal roleplay purposes, or to achieve a goal through collaboration with NWO’s staff team.

In the latter case, a ticket should be opened to discuss it. Maybe players want to roll Foraging to track that bandit gang that passed through. Maybe they’re trying to get a few extra bites of food through a written Trapping session. Maybe they want to try their hand at Hunting one of the few animals left. If you have an idea that falls outside the rules listed here, open a Crafting Ticket to discuss further.