C.A.T.S.Crunchy Automated Tactical System

← All documents

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 asProduces
Degree of successHow well the action went, in the fiction
EdgesDiscrete tactical effects, per the brief's existing economy
DamageMagnitude of harm, since no separate damage roll exists
ProgressPoints 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. See 04-dice.md and 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The threshold bands further down are calibrated to the superseded 2d10 engine and are wrong.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⚠ Superseded: which direction does the roll go?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)
SuccessRoll ≤ Target NumberRoll ≥ Target Number
MarginTN − RollRoll − TN
Better character hasA higher Target NumberA 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 isSubtracted from the Target NumberThe 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:

ApplicationThreshold representsA time window is
Repairing a damaged componentWork requiredA repair shift
Restoring a Disabled system in the fieldJury-rig difficultyA combat round
Slicing a networkIntrusion depthA round or a minute
Salvaging a wreckVolume of recoverable materialAn hour
Manufacturing or refittingBuild complexityA day or a week
Research and analysisProblem difficultyA session or a downtime turn
Winning an arm-wrestling matchOpponent's resistanceA 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 rateExpected Margin per attemptAttempts to clear a 20-point threshold
~25%0.5636
~50%1.2017
~75%2.848
~90%5.204

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.

BandThresholdAttemptsFeels like
Trivial31-2Resolved in a single beat
Standard83A scene
Demanding207A session, or a sustained repair
Major5018Downtime work across sessions
Campaign150+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

QuestionNote
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

Source: docs/06-margin-and-progress.md — this page is generated from it.