Combat Modifier EV Reference
Use this table when designing combat modifiers, class powers, equipment traits, and tactical exceptions.
This chapter is a design reference, not a player-facing rules chapter. It records the expected value of common combat modifiers and, more importantly, where each modifier sits in the combat pipeline.
The central rule is:
A modifier's value depends on where it enters the pipeline.
A fixed +1 before a comparison is not the same thing as +1 Strike Rating after an exchange is won. A reroll is not the same thing as a fixed bonus. +1 Protection Rating is not the same thing as +1 Strike Rating.
Baseline Action Die EV
A Narateer Action Die is a custom d8:
| Face | Dots | Count |
|---|---|---|
| Critical Hit | 2 | 1 |
| Hit | 1 | 3 |
| Miss | 0 | 4 |
Expected dots from 1 Action Die:
EV = (2 x 1 + 1 x 3 + 0 x 4) / 8 = 5 / 8 = 0.625
Therefore:
| Reference | Value |
|---|---|
| 1 raw AD | 0.625 expected dots |
| 1 fixed dot | 1.6 raw AD equivalent |
| Advantage gain per rolled die | +0.3125 expected dots |
| Disadvantage loss per rolled die | -0.3125 expected dots |
The 1.6 AD equivalence is a raw dot-space comparison only. It does not mean that every fixed +1 should cost exactly 1.6 AD in game design terms.
The Advantage and Disadvantage values above assume the current Narateer Edge rule: Advantage rerolls Misses once; Disadvantage rerolls Hits and Critical Hits once; Advantage and Disadvantage cancel.
Combat Pipeline
Use this pipeline to classify any proposed modifier.
| Step | Pipeline Site | Example Values |
|---|---|---|
| 1 | Action declaration | Exchange, response, movement, reaction |
| 2 | AD cost paid | Base exchange cost, load cost, response cost |
| 3 | Boost dice committed | Extra AD up to Skill Level |
| 4 | Edge phase | Advantage, Disadvantage |
| 5 | Explicit reroll rules | Class powers, equipment, conditions, or named features |
| 6 | Final roll total | Total dots after Edge and explicit reroll rules |
| 7 | Exchange / target comparison | Tempo roll vs response roll, target 0 when unanswered, scene target number |
| 8 | Hit Margin | Winner's total minus loser's total |
| 9 | Strike Rating | Weapon Damage + capped Damage Vital |
| 10 | Protection Rating | Armour Soak plus Full Guard or other mitigation |
| 11 | Damage Score | Hit Margin + Strike Rating - Protection Rating |
| 12 | Wound conversion | Damage Score to Wounds |
| 13 | AD pool impact | Wounds move Ready AD first, then Used AD if no Ready AD remain |
Formal Modifier Table
| Modifier | Pipeline Site | Raw EV Basis | AD Equivalent | Main Effect | Design Risk | Best Practice |
|---|---|---|---|---|---|---|
| +1 rolled AD | Boost / roll size | +0.625 dots before rerolls | 1.0 AD | Improves success and margin if it rolls dots | Medium | This is the baseline unit. Use when a cost is being paid directly through action economy and is capped by Skill Level. |
| +1 fixed exchange total | Final roll total before comparison | +1 dot | 1.6 raw AD | Improves chance to win the exchange, Hit Margin, Damage Score, and Wounds | Very high | Use sparingly. This is much stronger than it first looks because it can both win the exchange and deepen damage. |
| +1 fixed target number / passive Guard | Target comparison | -1 attacker margin | 1.6 raw AD responsively | Reduces success chance, Hit Margin, Damage Score, and Wounds | Very high | Not the normal Melee Exchange model. Use only for scene targets, passive values, special powers, or narrow exceptions. |
| Response Boost die | Clash or Full Guard roll size, costs +1 AD | +0.625 raw dots before rerolls | 1.0 AD | Lets the responder commit more dice without buying a guaranteed target bump | Medium | Current core response choice when the response permits Boost. It is swingier and fairer than a fixed +1. |
| +1 Boost cap | Skill limit | No value unless the character has AD to spend | Conditional | Allows one more AD to be committed as Boost on each relevant check | Medium to high | Stronger on characters with enough AD and repeated opportunities. This changes ceiling, not the die result directly. |
| +1 proactive Skill use limit | Activation limit | Extra initiated use opportunity | Scenario-dependent | Allows one more proactive use of the Skill during the character's activation | High | Treat as action-volume expansion. It can reopen flurry pressure if granted broadly. |
| +1 Strike Rating | Post-exchange damage | +1 Damage Score on damaging wins only | Breakpoint-dependent | Increases Wound conversion only after the exchange is won and damage is allowed | Medium | Do not price as +1 exchange total. It is breakpoint-dependent and does nothing when no damage is dealt. |
| +1 Damage Score | Post-exchange damage | +1 Damage Score on damaging wins only | Breakpoint-dependent | Similar to Strike Rating unless applied after other reductions | Medium | Good for class powers that should reward winning an exchange without improving exchange dominance. |
| -1 target Soak | Post-hit damage | +1 Damage Score on affected hits | Breakpoint-dependent | Mirrors +1 Damage Score against protected targets | Medium | Best as an anti-armour or precision feature. Stronger when armour is common. Weak against unarmoured targets. |
| +1 Protection Rating | Post-exchange protection | -1 Damage Score on damaging wins only | Breakpoint-dependent | Reduces Wounds only after an exchange is won against the protected target | Medium | Mirrors Strike Rating more than exchange-total modifiers. It does not prevent exchange dominance. |
| +1 Weapon Damage | Post-exchange damage | +1 Strike Rating on damaging wins only | Breakpoint-dependent | Improves Wound conversion on won damaging exchanges | Medium | Belongs on weapons or strong offensive powers. Watch thresholds rather than raw EV alone. |
| +1 Damage Vital Cap | Post-exchange damage ceiling | Conditional | Build-dependent | Allows high Vital characters to express more Strike Rating | Medium | This rewards build investment. It may be worthless below the old cap and valuable above it. |
| Advantage | Edge phase | +0.3125 dots per rolled die | 0.5 raw AD per die | Improves reliability by rerolling Misses | Medium to high | Best for situational setup, teamwork, position, surprise, and class powers with clear windows. |
| Disadvantage | Edge phase | -0.3125 dots per rolled die | -0.5 raw AD per die | Suppresses roll output by rerolling Hits and Critical Hits | Medium to high | Good for conditions and bad position. Stronger on larger dice pools. |
| Explicit reroll | Power, item, condition, or named rule | Depends on trigger | Varies by dice count and timing | Converts specified dice into another chance at dots | Medium to high | No longer granted by default Skill Level. Use rerolls as special, event-limited design space. |
| Reroll one Miss | Explicit reroll rule | +0.625 dots if a Miss is available | 1 raw AD conditional | Converts one known Miss into a fresh AD result | Medium | Stronger than adding an unconditioned die when the Miss is guaranteed. Limit by trigger or event. |
| Turn one Miss into one Hit | Result conversion | +1 dot if a Miss exists | 1.6 raw AD conditional | Guaranteed improvement after seeing a Miss | High | Much stronger than a reroll. Use with strict limits. |
| Turn one Hit into one Critical Hit | Result conversion | +1 dot if a Hit exists | 1.6 raw AD conditional | Guaranteed margin increase after seeing a Hit | High | Strong when it can push thresholds. Avoid broad always-on access. |
| Extra exchange | Action economy | Full exchange package | Scenario-dependent | Adds another chance to win, force a response, and deal Wounds | Very high | Price through AD cost, base exchange cost, opportunity cost, and timing. Test heavily. |
| Reduced base exchange cost | Action economy | Saves 1+ AD per exchange | At least 1 AD per use | Enables more exchanges and more response pressure | Very high | Extremely sensitive. Use rarely and avoid stacking with high action-volume strategies. |
| Free Response | Action economy and comparison | Saves response AD | At least 1 AD plus timing value | Preserves Ready AD while still answering an exchange | Very high | Reserve for special class features or narrow triggers. Can distort combat pacing quickly. |
| Move 1 enemy Ready AD to Used | Resource pressure | Denies 1 Ready AD | 1 AD tempo swing | Reduces future actions and responses without causing Wounds | High | Good tactical pressure. Very strong if repeatable or attached to easy triggers. |
| Move 1 Used AD to Ready | Resource recovery | Restores 1 Ready AD | 1 AD tempo gain | Improves future action economy | High | Stronger in combat than raw EV suggests. Limit by timing and frequency. |
| Reduce Wounds by 1 | Wound-side protection | Prevents 1 Wounded AD | At least 1 AD saved | Protects action economy and survival after damage is known | High | Excellent protective class-power space. Use strict triggers because it works after the hit. |
| Add 1 Wound | Wound-side offence | Wounds +1 after conversion | At least 1 AD lost by target | Bypasses damage thresholds once hit condition is met | Very high | Use very cautiously. Prefer Damage Score bonuses unless the power is meant to be brutal. |
Explicit Reroll EV Table
Skill Level no longer grants default rerolls. This table is retained for class powers, equipment traits, conditions, or other explicit rules that grant miss-first rerolls.
Formula:
Reroll Gain = 0.625 x E[min(Misses, Reroll Limit)]
Where:
Misses ~ Binomial(committed dice, 0.5)
| Committed Dice | Limit 0 | Limit 1 | Limit 2 | Limit 3 | Limit 4 |
|---|---|---|---|---|---|
| 1 | 0.0000 | 0.3125 | 0.3125 | 0.3125 | 0.3125 |
| 2 | 0.0000 | 0.4688 | 0.6250 | 0.6250 | 0.6250 |
| 3 | 0.0000 | 0.5469 | 0.8594 | 0.9375 | 0.9375 |
| 4 | 0.0000 | 0.5859 | 1.0156 | 1.2109 | 1.2500 |
| 5 | 0.0000 | 0.6055 | 1.1133 | 1.4258 | 1.5430 |
| 6 | 0.0000 | 0.6152 | 1.1719 | 1.5820 | 1.7969 |
| 7 | 0.0000 | 0.6201 | 1.2061 | 1.6895 | 2.0020 |
Total expected roll dots before target comparison:
Total Roll EV = 0.625 x committed dice + explicit Reroll Gain
Damage Score Breakpoints
Post-hit modifiers should be judged against the Wound conversion table, not only against raw dot EV.
Current Wound conversion:
| Damage Score | Wounds |
|---|---|
| 0 or less | 0 |
| 1-4 | 1 |
| 5-6 | 2 |
| 7-8 | 3 |
| 9-10 | 5 |
| 11+ | 8 |
Marginal value of +1 Damage Score:
| Damage Score Before Modifier | Wounds Before | Wounds After +1 | Wound Delta |
|---|---|---|---|
| 0 | 0 | 1 | +1 |
| 1-3 | 1 | 1 | +0 |
| 4 | 1 | 2 | +1 |
| 5 | 2 | 2 | +0 |
| 6 | 2 | 3 | +1 |
| 7 | 3 | 3 | +0 |
| 8 | 3 | 5 | +2 |
| 9 | 5 | 5 | +0 |
| 10 | 5 | 8 | +3 |
| 11+ | 8 | 8 | +0 |
Marginal value of +1 Protection Rating is the inverse at the same breakpoints: it prevents Wounds only when it pushes Damage Score below a threshold. This is why Strike Rating, Damage Score, Weapon Damage, Protection Rating, and protection reduction are all marked breakpoint-dependent rather than assigned a single AD equivalent.
Pipeline-Based Design Guidance
| Design Question | Prefer | Avoid |
|---|---|---|
| Should this power make the character more likely to win the exchange? | Advantage, reroll a Miss, or a narrow +1 exchange total | Broad always-on +1 exchange total |
| Should this power reward winning an exchange without improving accuracy? | +1 Strike Rating, +1 Damage Score, reduce Protection Rating | +1 exchange total |
| Should this power help protection before Wounds happen? | Full Guard interaction, +1 Protection Rating for a short window, Disadvantage against one exchange | Returning broad free defence dice to default exchange math |
| Should this power help after damage happens? | Reduce Wounds, increase Protection Rating, refresh after surviving | Retroactive Guard or cancelling exchange dominance entirely |
| Should this power pressure enemies without killing faster? | Move Ready AD to Used, force response spending, apply Disadvantage | Automatic Wounds |
| Should this power express armour-piercing? | Reduce Soak or ignore part of Soak on a hit | Increase hit chance |
| Should this power express precision? | Damage Vital Cap increase, Damage Score on hit, Hit Margin rider | Flat universal attack bonus |
| Should this power express tactical setup? | Advantage for an ally, response penalty against next exchange, Ready AD pressure | Permanent character-sheet bonuses |
Important Non-Equivalences
+1 Strike Rating Is Not +1 Exchange Total
+1 exchange total can change who wins the exchange. If damage is allowed, it can also increase Hit Margin and therefore Damage Score.
+1 Strike Rating does nothing unless the exchange has already been won by a combatant who can deal damage. It only increases Damage Score after that point.
So:
| Bonus | Can change exchange winner? | Changes Hit Margin? | Changes Damage Score? | Works when no damage is allowed? |
|---|---|---|---|---|
| +1 exchange total | Yes | Yes, if it affects the winning side or margin | Sometimes, indirectly | No |
| +1 Strike Rating | No | No | Yes, directly | No |
These should not be costed or distributed as equivalent modifiers.
+1 Protection Rating Is Not +1 Exchange Total
+1 Protection Rating reduces Damage Score after an exchange has already been won against the protected target. It does not prevent the opponent from winning the exchange. It does not reduce Hit Margin. It does not stop riders that trigger simply on exchange dominance unless those riders require Wounds.
+1 exchange total may prevent the opponent from winning the exchange or may deepen your own winning margin.
Advantage Is Not A Flat +1
Advantage gains +0.3125 expected dots per rolled die. Its value scales with dice pool size and changes when explicit reroll rules are also available.
Advantage is usually better design than a flat +1 when the fiction is situational, unstable, or created through teamwork.
A Reroll Is Not A New Die
A raw extra AD adds 0.625 expected dots before explicit rerolls.
A reroll of a known Miss also adds 0.625 expected dots, but only because the Miss is already known. That makes it powerful as an after-seeing-the-roll effect.
Class Power Budgeting Recommendations
| Power Strength | Rough Shape | Examples |
|---|---|---|
| Minor | Conditional, narrow, or post-hit only | +1 Damage Score on a specific trigger; Advantage on one narrow check; move after surviving an exchange |
| Standard | Strong but event-limited | Reroll one Miss; reduce Protection Rating by 1 on a declared exchange; +1 Protection Rating until start of next turn after a trigger |
| Major | Changes action economy, target numbers, Wounds, or action volume | Free response; reduce Wounds by 1; move enemy Ready AD to Used; +1 proactive Skill use |
| Dangerous | Can dominate if repeatable | Extra exchanges, reduced base exchange cost, automatic Wounds, always-on +1 exchange total |
Recommended Defaults
- Use Advantage/Disadvantage for circumstances, visibility, position, pressure, and temporary fictional leverage.
- Use Strike Rating or Damage Score when a power should make won exchanges hurt more without increasing the chance to win the exchange.
- Treat free shield or weapon defence dice as archived design space, not current default rules.
- Use Boost cap and proactive Skill-use limit increases carefully. They alter how often a character can apply AD, not merely how well one roll performs.
- Use Protection Rating for passive durability after an exchange is won against the target, not for winning the exchange.
- Use Ready AD to Used for pressure, harassment, suppression, and flurry-style tactics.
- Use Wound reduction for tough, heroic, or survival-focused class powers.
- Avoid broad always-on fixed bonuses unless they define a major character identity and have been tested in the matrix.
Testing Requirement
Any modifier in the following categories should be matrix-tested before being treated as final:
- fixed +1 exchange total;
- fixed +1 target-number effects or broad free defence dice reintroduction;
- increased Boost caps;
- increased proactive Skill-use limits;
- reduced base exchange cost;
- free or discounted responses;
- extra exchanges;
- automatic Wounds;
- repeated Ready AD drain;
- any modifier that changes Wound conversion or bypasses Soak.
The EV table is a starting point. The duel matrix remains the proving ground.