Calculate Cyberpunk RED d10 checks with stat, skill, modifiers, DV, natural 10 critical success, natural 1 fumble, luck spend, and autofire multiplier odds.
| DV | No Luck Chance | With Luck Chance | Normal Die Needed | Practical Read |
|---|---|---|---|---|
| 15 | 90.0% | 90.0% | 2+ | Strong |
| Autofire Result | Margin Needed | Total Needed | Chance | Average Damage |
|---|---|---|---|---|
| x2 | 2 | 17 | 60.0% | 21.0 |
| Natural d10 | Branch | Possible Final Die Value | Chance To Pass |
|---|---|---|---|
| 10 | Critical success | 11 to 20 | 10.0% |
| DV Band | Common Meaning | Base 12 Need | Base 16 Need |
|---|---|---|---|
| DV 13 | Routine under pressure | 1+ with fumble risk | Automatic except natural 1 branch |
| DV 15 | Capable professional task | 3+ | 1+ with fumble risk |
| DV 17 | Difficult table check | 5+ | 1+ with fumble risk |
| DV 21 | Very hard scene pressure | 9+ | 5+ |
| DV 24 | Elite or harsh condition | Natural 10 branch | 8+ |
| Roll Feature | Trigger | Calculator Treatment | Odds |
|---|---|---|---|
| Critical success | Natural 10 on first d10 | Adds one extra d10 to the die value | 10% |
| Fumble | Natural 1 on first d10 | Subtracts one extra d10 from the die value | 10% |
| Luck spend | Points spent before the roll | Adds to base total before comparing to DV | Input based |
| Autofire | Final total exceeds DV by margin | Maps margin to multiplier, capped by weapon | DV based |
| Preset Type | Likely Inputs | Primary Question | Useful Output |
|---|---|---|---|
| Pistol attack | REF + Handgun | Do I meet range DV? | Pass chance and luck gain |
| Tech repair | TECH + skill | Can I beat a fixed DV? | Needed d10 and fumble branch |
| Social pressure | COOL + skill | How costly is a high DV? | Luck spend improvement |
| Autofire burst | REF + Autofire | What multiplier is realistic? | x2 to cap probability |
Cyberpunk RED is a role-playing game that use a ten-sided die to determine if the player succeed or fails in a given task. To determine if a player succeed in a given task, the player must add a character stats and skill to the result of a ten-sided die roll. The Difficulty Value are the number that must be rolled on the ten-sided die to determine if the player successfully completed the task.
Due to the limited range of numbers on the ten-sided die, even a small change in the Difficulty Value can have a large effect on the probability of success. A calculator can help players to determine the probability of success with a given task so that they can determine if that task is a logical choice or an illogical choice for the character. Luck is one of the resource for players in Cyberpunk RED.
By spending Luck, players can change the probability of their roll to be successful. For instance, if a player must roll a Difficulty Value of 21 or 24 to be successful, Luck can be used to change the probability of success. Luck can be used to help convert a low probability of success to a high probability of success.
By knowing how much Luck is required to make such a change in probability, players can determine if spending Luck on a given task is a good use of that resource. In Cyberpunk RED, natural 10s and natural 1s is used to indicate an unpredictable outcome for a roll. A natural 10 for a player indicate a critical success and allow the player to make a secondary roll to increase the total result of the original task.
A natural 1 for a player, in contrast, indicate a fumble and indicates that the player rolled a failure on the task. While many players may consider natural 10s and natural 1s to be a ten percent chance of success or failure, such a rolls outcome may change based off the way in which the player incorporate modifiers into that roll. Autofire is a combat mechanic for players in Cyberpunk RED.
Autofire allow players to ignore the accuracy of their attacks and focus instead upon the damage that they may do with autofire. To use autofire effectively, players may want to focus upon finding a margin of success for their attacks to maximize the damage that they do with autofire. However, the use of autofire also comes with the increased risk of firing at the wrong target.
By knowing the odds of autofire with specific multiples of damage, players can determine if autofire is a good decision with their remaining ammunition or a waste of that ammunition. The Difficulty Value can be used to indicate the level of difficulty for a given task. For example, if a Game Master set the Difficulty Value to 21 or 24, the Game Master is making clear that the player must perform the task that is very difficult for a novice player to complete.
If the Difficulty Value are very high, a player may need to roll a natural 10 to succeed on the task. By knowing the difference between a player total stats and the Difficulty Value, the player can make a decision about whether or not they should of attempt to perform that task. The tables on this page indicate the difficulties for common task within the game of Cyberpunk RED.
These tables allow players and Game Masters to determine the Difficulty Value for any task that the player is performing. By knowing the probability of success for any task, the player can better manage there expectations for the game of Cyberpunk RED. Furthermore, by knowing the probability of success for any task, the player will be prevented from becoming frustrated with the game.
By understanding the probability of success for any given task, players can make better decisions in their game of Cyberpunk RED. While the game uses dice to simulate chaos, understanding the probability of success for any task allows players to manage the risks associated with that game.
