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

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Degree of success, and accumulating it

Study note. Written per ../02-originality-policy.md: functional description in our own words, no quoted text, no reproduced tables or values.

Prompted by: the AGE system (Adventure Game Engine, Green Ronin), specifically its Drama Die — known as the Stunt Die or Dragon Die in other games on the same engine.

Problem

A binary pass/fail wastes most of the information a roll produces. Two characters both "succeed" and the fiction cannot distinguish a scrape from a triumph. A system wants a cheap way to read how well an action went, without adding a second roll or a lookup table.

A second, related problem: some tasks are not resolved by a single action. Repairing a wrecked mech, slicing a network, or building something over weeks is not one roll, but rolling repeatedly with no memory between rolls produces no arc.

Approach observed

The AGE engine rolls three six-sided dice, one visually distinct from the other two. That distinct die does two jobs at once:

So one throw yields hit-or-miss, a magnitude, and an occasional bonus economy. The magnitude is read from a die face, independent of how much the roll beat its target by.

Cost

Convergence

Degree of success is strongly convergent across the tabletop tradition and is a genre convention rather than anyone's property. Independent solutions include: banded percentile results, tiered outcome ranges on a single roll, symbol-based dice reporting success and complication separately, and margin arithmetic where the amount by which a target was beaten is itself the magnitude.

Accumulating progress toward a threshold across multiple rolls is likewise convergent — segmented progress trackers and countdown mechanisms appear independently in many modern systems.

Both concepts are therefore safe ground to build on. The safe ground, not the safe expression: our terms, our numbers, our thresholds.

For C.A.T.S.

Take: the principle that one roll should report magnitude, not merely pass/fail, and that magnitude can accumulate toward a threshold to model extended work.

Reject: reading magnitude from a dedicated die. Two constraints already rule it out — one-roll resolution forbids reading a second independent result, and the one-set dice constraint means the two d10s are already committed if 2d10 wins OQ-20.

Diverge: C.A.T.S. reads magnitude from Margin — the amount by which the roll beat its Target Number. This is a materially different mechanic:

Separate degree dieC.A.T.S. Margin
Source of magnitudeAn independent die facePerformance against the target
Coupling to skillNone; a novice and a master roll the same dieDirect; better characters produce larger Margins
Extra dice neededOne distinguishable dieNone
Marginal vs crushing successCan report identicallyAlways distinguishable

The coupling to skill is the whole point for C.A.T.S. The brief's Edge economy is already Margin-derived, so magnitude, Edges, damage, and progress all flow from one number. That is a tighter integration than the source has, and it is forced by our own constraints rather than borrowed from anywhere.

Numbers: none carried across. Our thresholds derive from measured expected Margin — see ../analysis/resolution-comparison.md.

Source: docs/notes/01-degree-of-success.md — this page is generated from it.