Margin, Degree of Success, and Progress
Margin is the single number the game runs on. One roll produces it; everything downstream reads it.
| Reads Margin as | Produces |
|---|---|
| Degree of success | How well the action went, in the fiction |
| Edges | Discrete tactical effects, per the brief's existing economy |
| Damage | Magnitude of harm, since no separate damage roll exists |
| Progress | Points accumulated toward a task threshold |
This completes one-roll resolution. Magnitude is not a second die and not a second roll — it is the same number, read for different purposes.
Design derivation and the influence trail are in notes/01-degree-of-success.md.
RESOLVED — roll-over. This section is kept as the record of how the question arose. The d6-only exploding pivot settled it: exploding dice push totals upward, so under roll-under a lucky 6 would drive a character toward failure.
Margin = Roll − Target Number. See04-dice.mdand OQ-23.The threshold bands further down are calibrated to the superseded 2d10 engine and are wrong. Under 3d6 exploding the expected Margin per attempt is about 2.93 at 57% success, and — because the exploding tail is long — the Margin given a success stays near 4 to 5 across almost the whole difficulty range. That is a real design property and an unexamined one: a desperate 9% shot that lands hits about as hard as a routine one. Every band below needs regenerating, and the flat conditional-Margin behaviour needs a decision. Tracked in OQ-24.
⚠ Superseded: which direction does the roll go?
The worked example that prompted this document describes roll-over, not roll-under:
Target Number 11, rolled 15, earned 4 points.
15 − 11 = 4, so Margin = Roll − Target Number, and a roll above the target succeeds. The founding brief specifies the opposite — roll-under, with Margin = Target Number − Roll, where a 15 against a Target Number of 11 is a failure.
Both are coherent. They cannot both be the system. Tracked as OQ-23.
This is cheap to change and the analysis is unaffected. Roll-under and roll-over are mathematically symmetric: every distribution, Edge rate, and Margin shape measured so far mirrors exactly and transfers unchanged. What differs is presentation and how skill enters the equation:
| Roll-under (brief) | Roll-over (example) | |
|---|---|---|
| Success | Roll ≤ Target Number | Roll ≥ Target Number |
| Margin | TN − Roll | Roll − TN |
| Better character has | A higher Target Number | A lower Target Number, or adds skill to the roll |
| Reads as | "My skill is 14, I need 14 or less" | "This task is Difficulty 11, beat it" |
| Difficulty is | Subtracted from the Target Number | The Target Number itself |
The roll-over form is more familiar to most players and makes Difficulty a single clean number, which suits the PA and the no-opposed-rolls lock. The roll-under form is what every existing number in the brief assumes.
Everything below is written direction-agnostically. Substitute whichever definition of Margin wins; nothing else changes.
Progress thresholds
An extended task has a threshold: total Margin required to complete it. Each roll represents one time window — a round, an hour, a shift, a week — set by the fiction. Margin earned on a success is added to the accumulated total. A failure adds nothing.
The worked example: a task with a threshold of 20, a character whose roll produces a Margin of 4, banks 4 points and needs 16 more.
This generalizes across the whole game, which is the point:
| Application | Threshold represents | A time window is |
|---|---|---|
| Repairing a damaged component | Work required | A repair shift |
| Restoring a Disabled system in the field | Jury-rig difficulty | A combat round |
| Slicing a network | Intrusion depth | A round or a minute |
| Salvaging a wreck | Volume of recoverable material | An hour |
| Manufacturing or refitting | Build complexity | A day or a week |
| Research and analysis | Problem difficulty | A session or a downtime turn |
| Winning an arm-wrestling match | Opponent's resistance | A round |
One procedure covers combat repair, downtime crafting, and an arm-wrestling match. That directly serves the brief's unified-resolution goal, and it means the PA needs exactly one task model.
Expected Margin is the tuning constant
Because Margin drives progress, expected Margin per attempt converts a threshold into table time. From analysis/resolution-comparison.md, for 2d10 (provisional — OQ-20 is not closed):
| Character's success rate | Expected Margin per attempt | Attempts to clear a 20-point threshold |
|---|---|---|
| ~25% | 0.56 | 36 |
| ~50% | 1.20 | 17 |
| ~75% | 2.84 | 8 |
| ~90% | 5.20 | 4 |
Provisional threshold bands
Calibrated to a competent character at roughly 75% success, earning ~2.84 Margin per attempt. Every value here is provisional and untested.
| Band | Threshold | Attempts | Feels like |
|---|---|---|---|
| Trivial | 3 | 1-2 | Resolved in a single beat |
| Standard | 8 | 3 | A scene |
| Demanding | 20 | 7 | A session, or a sustained repair |
| Major | 50 | 18 | Downtime work across sessions |
| Campaign | 150+ | 50+ | A project spanning the campaign |
The skill-scaling warning
Expected Margin ranges from 0.56 to 5.20 across the competence band — a 9x spread. A 20-point threshold is 4 attempts for an expert and 36 for a novice.
That is a much steeper skill effect than the raw success rates suggest, and it is the same convexity flagged in OQ-07: Margin-driven systems amplify skill differences far beyond their effect on hit-or-miss. Here it is arguably correct — an expert genuinely should finish the work several times faster — but it must be deliberate, because the identical amplification applied to damage is the OQ-07 problem.
Consequence: a threshold tuned for an expert is unplayable for a novice, and vice versa. Task thresholds cannot be set without knowing the intended competence of whoever attempts them.
Open design questions
| Question | Note |
|---|---|
| Do failures cost anything? | Zero progress, or lost progress, or a complication. Zero-progress-only risks a grind where repeated failure just consumes table time |
| Can several characters contribute to one threshold? | The obvious answer is yes and it matters for crew play, but it also collapses time-to-complete quickly |
| Do Edges interact with progress? | Spending an Edge for bonus progress is natural, but Edges are already Margin-derived, so this double-counts unless handled carefully |
| Is there a failure threshold? | A countdown running against the players creates tension that a pure progress track lacks |
| Does partial progress decay? | Relevant for field repairs interrupted by combat |
| Minimum progress on a success? | A Margin of 0 is a success that accomplishes nothing, which reads badly at the table |