CHRISTIAN LINDKE
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Marvel FASERIP Tools

Universal Table Comparison Tool FASERIP vs. 3d20

The Universal Table — d100 vs 3d20 Pool

The Universal Table

Classic d100 lookup vs. a 3d20 success pool — pick a rank, compare the tiers, roll them live.

Ability rank

FASERIP · d100

-- roll it

Pool · 3d20

––– roll it

How the pool works: each rank's target is just its position on the ladder (Good = 5, Remarkable = 7 … Shift Z = 14). Roll 3d20; every die that rolls ≤ target is a hit. 0 / 1 / 2 / 3 hits = White / Green / Yellow / Red — no table, no arithmetic. The pool tracks the d100 table's success curve closely but produces fewer criticals (a Red needs all three dice), which the tabs make visible.


​Universal Table Comparison Tool FASERIP vs. Modified 3d20

Fix 1 — The Crit-Die Pool

Fix 1 · The Crit-Die Pool

Keep the chart-free 3d20 pool, but let sharp rolls upgrade the result.

Roll 3d20. A die ≤ your target is a hit. A die ≤ half your target (rounded down) is a critical hit and counts as two. Total the hits, cap at 3: 0/1/2/3 = White / Green / Yellow / Red. Still no table, still no addition beyond counting.

Ability rank

--- roll it

FASERIP (d100 table)

Crit-Die Pool

What it buys you: the plain pool needs all three dice to hit for a Red, so criticals come in far too rarely (~13 pts off the table across the ranks). Letting a die under half the target count double ties crit odds to rank the way the old table did — Red error drops to about 6 points, and low-tier characters still almost never crit.

The Universal Table — d100 vs 3d20 Sharp-Hit Pool

The Universal Table · Modified 3d20

Classic d100 lookup vs. the 3d20 pool where a die at half your target scores twice.

Ability rank

FASERIP · d100

-- roll it

Sharp-Hit Pool · 3d20

––– roll it

How the sharp-hit pool works: each rank's target is its position on the ladder (Good = 5, Remarkable = 7 … Shift Z = 14). Roll 3d20; a die ≤ target is a hit, and a die ≤ half the target is a sharp hit worth two (shown in gold). Total the hits, cap at three: 0 / 1 / 2 / 3 = White / Green / Yellow / Red. Letting sharp rolls double up ties the critical rate back to rank, so the Red tab now tracks the d100 table instead of collapsing — while low ranks, whose half-target is tiny, still almost never crit.

Rejected 3d6 Fix

Fix 2 — 3d6 + Rank Bonus

Fix 2 · 3d6 + Rank Bonus

Trade the pool for a bell curve and read tiers off fixed difficulty numbers.

Roll 3d6 + your rank bonus. Read the total against three fixed numbers: 12+ = Green, 14+ = Yellow, 17+ = Red, under 12 = White. One roll, one add, three cutoffs you memorize once — the bonus lives on the character sheet, so there is no table at the table.

Ability rank

--- roll it
12+ Green14+ Yellow17+ Red

FASERIP (d100 table)

3d6 + Bonus

The trade: the bell curve matches the old success ramp best of the three fixes (about 2 pts off), and degrees of success feel modern. But fixed cutoffs on a curve make the middle ranks crit a little too seldom and the top ranks a little too often — the tiers polarize where the flat d100 stayed even.

  • Home
  • About Christian
    • About Christian
    • Teaching Experience
    • Contact
  • Research
    • Academic Publications
    • Business Analysis
    • Paternalism Research
    • Parents and Political Violence
    • Political Polarization
    • Heritage Foundation's Ideology
  • Pop Culture
  • Teaching Resources
    • Inflation over Time
    • Idaho Voter Registration
    • Idaho Presidential Voting
  • Gaming Resources
    • Moldvay/Cook D&D Tools >
      • B/X Character Generator
      • B/X Character Builder
      • B/X Retainer Roster
      • B/X Retainer Hiring and Loyalty
      • B/X Reactions, Loyalty, and Morale
      • B/X Basic Party Combat Simulator
      • B/X Solo Combat Simulator
      • B/X Combat Simulator with Sleep
    • Go FIrst Dice Widget
    • Warhammer Old World Roller
    • MIcro Adventure Space Attack
    • Colonial Gothic
    • Villains & Vigilantes Prep
    • Villains & Vigilantes Character Generation
    • Marvel Super Heroes
    • Marvel Super Heroes Criticals