Was it really so hard?

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Taranthyll
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Post by Taranthyll »

DangerDwarf wrote:
For example:


A pile of rocks dislodges from the ceiling, falling towards the PC:
DM: Make a Dex check

CK: Make a Dex check

Only difference? One is a high roll, other is a low roll.

Except that ability checks were never part of the RAW as far as I can remember. I've never played, or even seen 2nd Edition, but there was no official mechanic in 1st ed. that I can remember, for doing things. Of course there is nothing stopping you from including ability checks as a house-rule, but I don't think it was part of the rule system and, much to my embarrassment, it never occurred to me to do it. Sure, I was often able to wing-it by asking a player to "make a roll" to do something, but without a concrete target number that I could quickly figure out there was never any consistency in what a character needed a roll to do something.

e.g. Player: "I rolled a twelve"

DM: "Sorry, not high enough"

Player: "But I rolled a twelve three weeks ago and you let me succeed"

DM: "Umm...uhh....damn."

Maybe it was just my ineptitude as a DM, but I like having a quick and easy base target number to do anything.

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Post by DangerDwarf »

Taranthyll wrote:
Except that ability checks were never part of the RAW as far as I can remember.

They are in 2nd Edition. In fact, the rock example comes almost completely "as is" in the PHB.
Quote:
but without a concrete target number that I could quickly figure out there was never any consistency in what a character needed a roll to do something.

Ah, but the same holds true for the challenge level of a SIEGE check in C&C. It's the CK's call. Your prime only gives the starting point for the check, how far you have to exceed it is based either on HD or in the case of noon-critter situation, a number decided by the CK.

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Post by Taranthyll »

DangerDwarf wrote:
Ah, but the same holds true for the challenge level of a SIEGE check in C&C. It's the CK's call. Your prime only gives the starting point for the check, how far you have to exceed it is based either on HD or in the case of noon-critter situation, a number decided by the CK.

But at least you have a starting point. Its pretty easy to establish a sliding scale of difficulty to apply to the base. For most straightforward tasks I just use the base as the final challenge rating.

I know, you could just make up a base target number for all tasks in D&D, but it wasn't part of the (1st ed.) rule system and it sure never occurred to me to do so (of course if you did, you might as well call it C&C ). Of course I'm a far more experienced GM now than I was the last time I played AD&D some 25+ years ago so maybe it wouldn't be as hard now as I remember it being then

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Post by DangerDwarf »

Taranthyll wrote:
But at least you have a starting point.

The way ability checks work in 2nd Edition, you are given a starting point there as well. The starting point is the Ability in question.

If your DEX is 14, then that is your starting point for all Dex checks. Difference between C&C and 2nd Edition is in 2nd Edition you try to roll under the number, in C&C you roll over.

Both are equally easy to use and slide. Difference is only in high or low.

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Post by Morgrus »

Yea, ultimately you roll for it in most rpgs. Ability checks in 1e/2e are different mechanically than in c&c. You say cave in, in d&d is it a dex check or a save vs death?My dex is 17 but i am a 2nd lev mage,save of 14(had to look it up) hmm what to use? C&C has clear unification of mechanic that helps stop questions like that at the table and keep rules lawyers at bay. The other great thing is you can actually play with only a pc sheet if you had to. In truth you can just plop SEIGE into D&D and go on but I actually like the changes to the classes and PB art is way better than tsr in alot of ways (just look at the 2e MM,uggh, cockatrice vs M&T one). So why play C&C over D&D? I wanna. It mine....my own ..... myyy...precioussss. Golum I told you get off the boards, warrs me gun.
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Post by DangerDwarf »

Morgrus wrote:
You say cave in, in d&d is it a dex check or a save vs death?

Dex, definitely not Death. Saving throw section of the book easily sorts it out. Though you could make the argument for save vs. breath weapon by the book.

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Post by Morgrus »

DangerDwarf wrote:
Dex, definitely not Death. Saving throw section of the book easily sorts it out. Though you could make the argument for save vs. breath weapon by the book.

Ok so I can NEVER get better at dodging falling rocks, pierceers, or drunken tarts(well catching the last one)? Ability checks don't level but SEIGE checks do. So how is rolling one the same as the other?
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Post by DangerDwarf »

Take a NWP in tumbling. Each level of the NWP would increase your effective DEX in regards to that.

Improvement.

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Post by gideon_thorne »

DangerDwarf wrote:
Take a NWP in tumbling. Each level of the NWP would increase your effective DEX in regards to that.

Improvement.

One more thing to keep track of. It appears that the folks who are arguing for simplicity are winning out over a dozen different ways to do what C&C does in one.
Add a number here, a point there, a slot over thisaway, a percent over there...

In C&C, add +1 per level
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Post by Taranthyll »

DangerDwarf wrote:
The way ability checks work in 2nd Edition, you are given a starting point there as well. The starting point is the Ability in question.

Fair enough; I see your point. Being completely ignorant of 2nd ed, I was basing my comments on my recollections of 1st ed. Of course, its possible to introduce house-rules such as ability checks to 1E and to get rid of all the cumbersome charts if you wish. So it comes down to choosing the system that just feels right to you. I think its a bit like falling in love - its hard to describe, but you know it when it happens.

That's how it felt when I first discovered C&C - it just clicked with me right off and felt "right" in a way that no other game system has before. (Incidentally, I was first introduced to C&C by a guy named DangerDwarf on the Paizo message boards about a year ago )

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Post by DangerDwarf »

gideon_thorne wrote:
In C&C, add +1 per level

Except for:
Thus, a character's background or even class or experience from past adventures can play a role in determining success or failure.

So, one more thing to keep track of. Add a note here, a note there, another note over thisaway...

One freeform, one codified, both require minimal effort.

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Post by DangerDwarf »

Taranthyll wrote:
(Incidentally, I was first introduced to C&C by a guy named DangerDwarf on the Paizo message boards about a year ago )

Hahaha!

And don't get me wrong, I still love C&C and still do run it. I just don't think it is easier than 2nd Edition. It's just different.

C&C Ranger and Bard > D&D Ranger and Bard.

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Post by gideon_thorne »

DangerDwarf wrote:
Except for:
Thus, a character's background or even class or experience from past adventures can play a role in determining success or failure.

So, one more thing to keep track of. Add a note here, a note there, another note over thisaway...

One freeform, one codified, both require minimal effort.

Which is not another random determination system. All it's saying is 'experience helps'.

Its still ONE system vs a dozen.

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Post by DangerDwarf »

gideon_thorne wrote:
Its still ONE system vs a dozen.

Very true. But when the dozen systems require little more effort than reaching for a different die, those dozen systems do not make it more difficult.

And when that ONE system spawns dozens of questions in the rules section of the board (and you know it does), it is not as "plain and simple" as those who are already proficient with the system think.

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Post by gideon_thorne »

DangerDwarf wrote:
Very true. But when the dozen systems require little more effort than reaching for a different die, those dozen systems do not make it more difficult.

And when that ONE system spawns dozens of questions in the rules section of the board (and you know it does), it is not as "plain and simple" as those who are already proficient with the system think.

Twaddle. Doesn't matter what sort of system one puts up, your still going to have millions of questions plus endless threads of "this game would be much better if it was published with MY house rules.."
Having to keep track of multiple die for multiple systems is more work. Especially if one has difficulty tracking numbers. ^_~`
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Post by Matthew »

I dunno. I'm not really seeing this "it's easier" aspect either (and an opposed attribute check would just be whoever got the most under their attribute). What I have learnt over the years, though, is that not everybody finds the same things easy. When I explained the ascending armour class system to my girlfriend she gave me a bemused look. When I explained THAC0 she said "That's much easier!" Go figure.
And I have major problems with the 5% increments of "add level" in the SIEGE system. Whether I choose to use a formula to establish a probability or I just assign it out of hand based on the circumstances, it's all preference.
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Post by Morgrus »

DangerDwarf wrote:
Very true. But when the dozen systems require little more effort than reaching for a different die, those dozen systems do not make it more difficult.

And when that ONE system spawns dozens of questions in the rules section of the board (and you know it does), it is not as "plain and simple" as those who are already proficient with the system think.

Yes but alot of the questions are spawned from confusion with other systems. Yes I agree that the rule could be a tad clearer in sum areas. The only way to really see if 2e is as easy as C&C is to put it to the test of new gamers without years of experience in the systems. Even quantum physics is easy if you study it for years, save electron probably pattern alignment (if I get it right it'll be fusion..or a quantum trash compactor.) It's not that 2e was hard but messy imo. It just dawned on me,we're having edition wars,wo-is me the end is nigh. C&Crus@d3rs unite.
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Post by Barrataria »

When I bought MegaTraveller, it came with 2d6 which one used for everything from character generation to planet generation.

No attack or skill tables either, just difficulties.
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Post by Dagger »

I have some recent experience with this subject. My weekly gaming group is pretty new to tabletop RPGs. I basically introduced them to the hobby. We started a campaign about a year ago using 2nd edition. The challenges we had were:

- Players forgetting they had certain NWPs or forgetting what they did and having to look them up each time they used them.

- Players having difficulty understanding why sometimes we used a Bend Bars roll, sometimes an Open Door roll, sometimes a Strength check, sometimes a Saving Throw, sometimes a NWP check, etc... for tasks that seemed relatively similar.

- They repeatedly had problems with Thac0. Some players would figure out their calculated Thac0 for a particular weapon and then try to add their Attribute and Specialization bonuses on top of that (double dipping). When we tried using only the base Thac0 and applying the modifiers to each roll they would then forget to.

- Since each Attribute has its own table for things in the game that it adds modifiers to, players were forgetting about them. We'd discover later that someone should have known more languages, have a Dex bonus to AC, etc...

So, we switched over to C&C and I have to say we only open the rulebooks to look up spells that we haven't used recently. These guys are having so much more fun now. Of course, this is an example of newbie players coming into the hobby. I've certainly been part of more experienced groups who didn't have these issues.
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Post by Galadrin »

In 1e AD&D, we always made saving throws (because as mentioned, ability checks weren't canon in 1e). A cave-in would be a saving throw vs Breath Weapon (since you need agility to dodge a fireball).

Anyway, I prefer 2e "roll under" ability checks to C&C "roll 1d20 + modifiers" because there is basically no difference (a measly 5%) between a guy with 9 Strength and a guy with 15 Strength (primes aside). Primes make it a little better, but don't really solve the issue 100% of the time. With "roll under", there is a significant difference between a guy with 10 Strength and a guy with 12 Strength, so your abilities feel more significant and your party members' capabilities more diverse.

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Post by seskis281 »

I was thrown into a pool like at 1 year of age. I can't remember ever not knowing how to swim. It's easy. When someone says "I can't swim," I have trouble understanding how anyone can't do something that "easy."

But...

I cannot ride a bike. My parents bought one when I was little and it got accidentally run over the next day. Never learned after that. Tried in college - it was too "hard."

People ask me how I can't do something that "simple."

"Ease" or "simplicity" are often functions of what we each individually already know or do.
And, for the record, I have met people who think C&C "makes it too 'hard' to GM 'out of the box'" because they can't wrap their perspective around open-attribute-checks that make the SIEGE mechanic work. To me this seems insanely easy to see and comprehend, but as Steve said, in his epiphany concerning the Basic set after playing with neighborhood children, it's only easy because I or others "see" it already.

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Post by cheeplives »

Galadrin wrote:
Anyway, I prefer 2e "roll under" ability checks to C&C "roll 1d20 + modifiers" because there is basically no difference (a measly 5%) between a guy with 9 Strength and a guy with 15 Strength (primes aside). Primes make it a little better, but don't really solve the issue 100% of the time. With "roll under", there is a significant difference between a guy with 10 Strength and a guy with 12 Strength, so your abilities feel more significant and your party members' capabilities more diverse.

There's a 10% difference between a 10 Strength and a 12 Strength... that's not that significant...

That said, you could always re-tool C&C to use the roll-under mechanic. Simply have Non-Primes subtract 3 from the attribute while Primes add 3 to the attribute. Furthermore add 1/3 the character's level (round down) to the attribute for any roll.

Thus, a Level 1 Fighter with a 16 STR (Prime) and a 11 Int (Non-Prime) would need to roll under a 19 for STR Checks an an 8 for INT Checks. At level 8, he'd have to roll under an 21 for STR and 10 for INT.

The numbers aren't exactly like C&C, and I haven't playtested this at all, but the numbers seem pretty strong.
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Post by Breakdaddy »

Matthew wrote:
I dunno. I'm not really seeing this "it's easier" aspect either (and an opposed attribute check would just be whoever got the most under their attribute)...

I completely disagree. The limited nature of the roll under attribute check you mentioned makes it very different from the roll over I was talking about. There is a lot more latitude in a roll wherein you add level and roll over then a flat roll under and see who rolled the lowest. The roll under is limited by: a general 3-18 attribute range, No level added, Ability modifiers not taken into account (only raw attribute). This is severely limiting and makes a contest against a level 1 noob by a level 10 character with far more experience the same as two level 1 guys in a contest. This is silly to me and even though I don't care about "realism" in my games, breaks the verisimilitude to a degree that I can't get on board with.
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Post by voynich »

i seem to remember reading that castles and crusades wanted to break from the paradigm of "attribute is important." it was managed by using the siege engine, where, while attribute prime matters, the actual score is of far less importance, reducing, in some small way, the tendency that comes with dungeons and dragons with the desire to have 18s across the board. in c&c, you can do just as well with proper prime selection and 12s, so if you roll bad, you're not necessarily "screwed."
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Post by Galadrin »

cheeplives wrote:
There's a 10% difference between a 10 Strength and a 12 Strength... that's not that significant...

Well, my point is that it is twice the difference between a guy with 9 Strength and a guy with 15 Strength using the Siege engine!
Breakdaddy wrote:
The roll under is limited by: a general 3-18 attribute range, No level added, Ability modifiers not taken into account (only raw attribute). This is severely limiting and makes a contest against a level 1 noob by a level 10 character with far more experience the same as two level 1 guys in a contest. This is silly to me and even though I don't care about "realism" in my games, breaks the verisimilitude to a degree that I can't get on board with.

Wha? Why not add level to your ability score for "roll under" checks? Why not add miscellaneous modifiers? Let's all be very clear here, whether you are using a "roll high" or "roll low" system, there are still only 20 pips on the die, and ALL tests will use some number of them. It's an absolute fallacy to believe that "roll high" systems have "unlimited possibilities" while "roll low" systems are limited in some way.
voynich wrote:
i seem to remember reading that castles and crusades wanted to break from the paradigm of "attribute is important." it was managed by using the siege engine, where, while attribute prime matters, the actual score is of far less importance, reducing, in some small way, the tendency that comes with dungeons and dragons with the desire to have 18s across the board. in c&c, you can do just as well with proper prime selection and 12s, so if you roll bad, you're not necessarily "screwed."

You hit the nail on the head, that is exactly the aim of the Siege engine. In old-school D&D, there wasn't a super-significant difference in stats until you started rolling extremely high (16 and up), so rolling bad wasn't such a big deal. D&D 3e mangled this and tried to patch it up with "roll 4d6, take the highest" (this was in older versions of D&D, of course, but 3e needed to make it default because of their ramped-up ability modifier progression).

I think what Siege does is both really cool and not that cool. It's cool when two players roll ability checks and one of them has a prime (as it makes them feel specialized - like they have a specific role in the party). It's not cool when both have the same prime (or perhaps if no one in the party has that prime), as the ability score is next to meaningless in determining which character has a better shot of passing the test (like I said, 5% difference between Strength 9 and 15 is just too insignificant for such seemingly different ability scores).

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Post by Breakdaddy »

Galadrin, explain to me how I only use a 1-20 on roll over and have as much freedom with roll under on a d20. If I roll a 37 with modifiers on a d20 then that is a far greater degree of separation than if I roll a 2 on a d20. You cant possibly give me a target 30 and roll under on a d20 (well you could, but why?) where on a roll over its very feasible to roll a 30 and have someone try to roll over that 30 to beat the target. This doesnt seem like the "fallacy" you are claiming that it is, so explain please.
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Post by Galadrin »

Ah, it's simpler than one might guess. Basically, you roll a d20 plus modifiers vs a DC, right? So say you have to beat a DC 37, and you roll 1d20+26 and get a total of 37 (like you said). Basically, you had to roll an 11 or higher on the 20-sider, using half of the pips.

Now take a "roll low" test. You have to roll under your Strength 15, but the test has a 5 point malus for a difficulty (so either add +5 to your die roll, or reduce your ability score by 5 for the sake of the test). This also uses half of your pips (you need to roll a 10 or less).

I guess my point is that it's still only a 20-sided die, and adding in tons of modifiers doesn't make it a 37-sided die. The limitless of the possibilities is only illusory.

I would encourage GM's to make up the malus as they see fit, but you could use a system of hard numbers. Adding your level to your ability score for the test (perhaps 7) would make a mundane zero difficulty test automatic (roll under 22), while 10 points of difficulty would make it more iffy (roll under Strength -3, aka 12).

(Edited for bad math)

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Post by Matthew »

Breakdaddy wrote:
I completely disagree. The limited nature of the roll under attribute check you mentioned makes it very different from the roll over I was talking about. There is a lot more latitude in a roll wherein you add level and roll over then a flat roll under and see who rolled the lowest. The roll under is limited by: a general 3-18 attribute range, No level added, Ability modifiers not taken into account (only raw attribute). This is severely limiting and makes a contest against a level 1 noob by a level 10 character with far more experience the same as two level 1 guys in a contest. This is silly to me and even though I don't care about "realism" in my games, breaks the verisimilitude to a degree that I can't get on board with.

Well, these are actually two separate issues. I don't find the SIEGE check easier than rolling under attributes, though personally I use the assigned probability method from AD&D 1e, which appeared alongside attribute checks in AD&D 2e's First Quest.

An opposed attribute check is subject to whatever modifiers the game master wishes to impose, just the same as a SIEGE check. If he wants to take experience level, class or race into account, he is free to do so.

Take a character with a 12 in an non prime attribute. Wish I could do tables here, let's see:

AS: 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18

AC: 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90

NC: 00 | 05 | 05 | 10 | 10 | 10 | 15 | 15 | 15 | 15 | 20 | 20 | 20 | 25 | 25 | 30

PC: 30 | 35 | 35 | 40 | 40 | 40 | 45 | 45 | 45 | 45 | 50 | 50 | 50 | 55 | 55 | 60

AS = Attribute Score

AC = Attribute Check

NC = Non Prime SIEGE check

PC = Prime SIEGE check

The above are the comparative probability distributions of a successful unmodified check for each of the three methods under discussion at the various attribute scores. None of the above promotes realism or versimilitude in any way. theya re just probability distributions. How you then choose to modify them determines the probability that you use.

Whether you choose to add levels in 5% increments, modify for class, race, or perceived difficulty is in the hands of the individual game master; there is no absolute way in which one can be better than the other. All that can be done is set up criteria by which to compare and judge their suitability. Any such criteria are going to be subjective, though. You could, for instance, say "I prefer attribute scores to have less impact on determining success than 5% per point", but it is just as valid to say "I prefer every point of an attribute to count when determining success."

To be clear, I don't use attribute checks, but it is quite plain to me that it is subjective as to whether one prefers a SIEGE check or an Attribute check. Both are exactly as easy to modify to obtain a different probability than the base one.
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Post by Breakdaddy »

Galadrin, explain to me how I only use a 1-20 on roll over and have as much freedom with roll under on a d20. If I roll a 37 with modifiers on a d20 then that is a far greater degree of separation than if I roll a 2 on a d20. You cant possibly give me a target 30 and roll under on a d20 (well you could, but why?) where on a roll over its very feasible to roll a 30 and have someone try to roll over that 30 to beat the target. This doesnt seem like the "fallacy" you are claiming that it is, so explain please.
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Post by Breakdaddy »

Matthew wrote:
Well, these are actually two separate issues. I don't find the SIEGE check easier than rolling under attributes, though personally I use the assigned probability method from AD&D 1e, which appeared alongside attribute checks in AD&D 2e's First Quest.

An opposed attribute check is subject to whatever modifiers the game master wishes to impose, just the same as a SIEGE check. If he wants to take experience level, class or race into account, he is free to do so.

Take a character with a 12 in an non prime attribute. Wish I could do tables here, let's see:

AS: 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18

AC: 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90

NC: 00 | 05 | 05 | 10 | 10 | 10 | 15 | 15 | 15 | 15 | 20 | 20 | 20 | 25 | 25 | 30

PC: 30 | 35 | 35 | 40 | 40 | 40 | 45 | 45 | 45 | 45 | 50 | 50 | 50 | 55 | 55 | 60

AS = Attribute Score

AC = Attribute Check

NC = Non Prime SIEGE check

PC = Prime SIEGE check

The above are the comparative probability distributions of a successful unmodified check for each of the three methods under discussion at the various attribute scores. None of the above promotes realism or versimilitude in any way. theya re just probability distributions. How you then choose to modify them determines the probability that you use.

Whether you choose to add levels in 5% increments, modify for class, race, or perceived difficulty is in the hands of the individual game master; there is no absolute way in which one can be better than the other. All that can be done is set up criteria by which to compare and judge their suitability. Any such criteria are going to be subjective, though. You could, for instance, say "I prefer attribute scores to have less impact on determining success than 5% per point", but it is just as valid to say "I prefer every point of an attribute to count when determining success."

To be clear, I don't use attribute checks, but it is quite plain to me that it is subjective as to whether one prefers a SIEGE check or an Attribute check. Both are exactly as easy to modify to obtain a different probability than the base one.

Dude. Because you cared enough to lay that big pile of numerals on me I will donate a handsome sum of awesome to you. DONATION ENSUES...

PS- I am normally pretty thrifty with my "awesome reserves" so you have been bestowed a high honour (enough of one that I spelled honor all royally).
"If you had not committed great sins, God would not have sent a punishment like me upon you."
-Genghis Khan

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