<strong>Behind Scenes Dice System explanation:</strong><br/><br/>Racers finish according to highest number descending. Meaning in a four car heat if driver A rolled 76, B - 82, C - 98, D - 53... then the finishing order would be: C, B, A, D.<br/><br/>Simple enough. That's the easy part. Now for algebra:<br/><br/>All racers will be rolled a 1d50 die. That die will be modified by racing statistics. Each race will have a key required stat for a +2 bonus (per point). All stats (other than Daredevilry and Composure) will modify the dice forward by 5.<br/><br/>Here's a set of example stats:<br/>Awareness: 2<br/>Handling: 2<br/>Reflexes: 2<br/>Drifting: 2<br/>Composure: 5<br/>Daredevil: 5<br/>(average-ish starting stats)<br/><br/>In a race with no key stat bonus, this racer would get a 1d50 modified by 40 (2+2+2+2 x 5), essentially turning that dice into a 41-90 die father than a 1-50. Increasing the high number chance.<br/><br/>Then Daredevilry will be applied - which is a flat bonus of 3 per point that gets tacked onto the die result. Since this racer has 5 in Daredevilry they would get a +15 (3x5) tacked onto their die roll.<br/><br/>If their die result was say a 34 base, the modification would bump it up to 74 and the addition of Dare would make it 89 total.<br/><br/>Now where does Composure come in you say? Why in the Danger Zone of course. (Cue terribly awesome 80s Top Gun music)<br/><br/>The Danger Zone is the minimum roll threshold (lowest possible number they can roll after the stat modification) that determines if something bad and unfortunate will happen to your character and/or car. This threshold is determined solely by your Dare and Composition points. Your low roll window is going to be your Dare points multiplied by 5 minus your composure points multiplied by 1(keep in mind that his flat Dare bonus will knock a portion of that window, hence why the Dare penalty seems a high multiple right now).Let's look back at our above racer:<br/><br/>His Danger Zone will be (5x5) - 5 - 15* which = 5. I got that by following the above formula: 5 Dare x 5 = 25. Subtract 5 for composure and remember his dare bonus was a flat 15, which means his minimum roll even with no other stat modifications would be 16 (1+15) on a 1d50. So since his Danger zone is 5 that means on he's got a 5/50 chance of hitting it - or 10% if you want to look at it that way.<br/><br/>Now comes the opportunity for Saves of which there will be two. Save rolls will always be an unmodified 1d20 with the save requirement being anything above 10 + the difference of your Dare and Composition stats. He's got 5 in both so the difference is 0. He needs to roll an eleven or higher to save (a 50% chance). If he succeeds the Danger is immediately negated from a major event to a minor event. Major would be like a totaled car, severe bodily injury, or being caught and arrested by cops. Minor would be like a car breakdown, minor bodily injury, or some other creative punishment Lithium and I agree upon.<br/><br/>Your second save attempt (should you pass the first attempt) will be the same as the first attempt with a success warranting a complete stroke of fortune in that while a crazy near disastrous event occurs... somehow you come out unscathed. I will double check with Lithium, but I am under the impression that a negated event (first save successful) can happen and you still finish the race in whatever placement your roll landed you, minus one position. A major event will always cause a Last Place finish.<br/><br/>So if you had a minor Danger Zone event and you rolled to place first, you would place second instead with the setback. If you had a major DZ event you'd place 4th (or last in a bigger race). In the event multiple players/NPCs have major DZ events, they will finish in the back according to the order of their placement rolls.<br/><br/>If Lithium agrees, ties will be broken by the sum of Composure and Daredevilry - highest wins. Meaning a tie where one player has Comp7 Dare2 and another has Comp4 Dare6, the second would win (as 10 is greater than 9).<br/><br/>In summary:<br/><br/>All of your driving stats will give your dice a higher minimum/maximum window. You Daredevilry will give you bonus to increase your ending die result - however, it also increases your chance of getting into a Danger Zone event. Your Composure bonus helps decrease the chance of those events, as well as increases your chance of saving yourself from them. Remember that certain raceswill have one or more wildcard stats. Where each point modifies your dice by 7 rather than 5 (because wildcards are +2).<br/><br/>So while everything comes down to chance, how you choose to progress your character when you are awarded new stat point effects how that ultimately plays out.<br/><br/>Hope everything makes sense there.<br/><br/>Just in case anyone is curious... if you had 10 points in Daredevilry and only 1 in Composure (max and min) you would have a 40%chance of entering the Danger Zone and you'd have to roll a perfect 20 your first save to get a minor event - then another 20 tocome out unscathed.<br/><br/>On the flipside, if you had perfect composure (10) you could have a 1 or 2 in Dare and have zero risk of a DZ event. I'm almost positive that everyone has at least 3 in Dare anyways - so that point may be moot.<br/><br/>Anyhow. We did the math and it seems to be a pretty fair and interesting system. If anyone has any questions post them here (in case maybe someone else is wondering too, but may be too shy to ask).<br/><br/>I think that covered most everything concerning dice, finishing, and bad juju. Not sure if Lithium had more she wants to add publicly.