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  These alternate rules for CP2020 change some of the mechanics of the task resolution in the 
  game. However, sections of these rules are fully applicable as house rules without changing the 
  basic resolution system. 
   
   
  Difficulty and Rolls 
  As usual, the level of the skill indicates the competence a 
  character has with a skill, from +1 for someone with basic 
  familiarity in a field to +10 for someone of legendary skill. 
  However, this system uses Stat + Skill + 2d10 for task 
  resolution instead of Stat + Skill + 1d10. This changes the 
  difficulty levels of skill checks as follows: 
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  An average person (Stat +6) who is reasonably skilled at 
  something that they do professionally (Skill +6) has a 
  minimum roll of 14 in this system, automatically 
  accomplishing all Simple and Easy tasks. With an average 
  roll, they will succeed at a Challenging task. Where this 
  system shows real differences from the core system is the 
  variety of results available to a character. Whereas a 
  character in the core rules with a base of 10 only has 3 
  different result categories they could roll (DC 10 always, DC 
  15 sometimes, DC 20 one time in ten), this system provides a 
  greater range of results (a base of 10 can succeed at DC 10 
  always, DC 14 almost always, DC 18 most of the time, DC 
  22 sometimes, and DC 26 on occasion). It also concentrates 
  checks into the middle of this result scale because a 2d10 roll 
  has a higher probability of rolling an 11 than any other 
  number. 
  Automatic Success 
  Any time the difficulty is less than or equal to the character’s 
  base Stat + Skill + 2, then no die roll is required unless the 
  character is trying to get some sort of exceptional success. 
   
   
  Complementary Skills 
  In a situation where a character has multiple skills that can 
  help each other, such as having both Appraisal and Jeweler 
  when trying to appraise the value of a piece of jewelry. When 
  a skill complements another skill, the character receives a 
  bonus on the skill check equal to one third of the 
  complementary skill’s level, rounded down. 
  Off-handed 
  Characters are either right- or left-hand dominant (player’s 
  choice) by default. The character’s non-dominant hand is his 
  “off hand.” Using your off hand incurs a -3 penalty to any 
  skill rolls requiring manual dexterity, such as shooting a gun, 
  throwing, writing, and so on. 
  Characters with the Ambidexterity trait suffer a reduced 
  penalty or no penalty at all, depending on the level of the 
  trait. 
  Time 
  Every task requires a certain amount of time to complete, as 
  determined by the GM. If a character takes more or less time 
  than usual to perform a task, he receives a bonus or penalty to 
  the Target Number, respectively. 
  
  When determining the bonus or penalty for more or less time 
  taken on a task, refer to the Time Chart, below. Simply find 
  the level on the Time Chart that is closest to the amount of 
  time the task normally takes. The GM should determine the 
  average length of time normally required to perform the task, 
  then consult the Time Chart. If the time required to perform a 
  task is longer than the closest level on the Time Chart, then 
  use the next greater time increment as the default level. 
  Pat’s character is picking a lock. The GM feels that picking a 
  lock should take an average person about 20 seconds. “20 
  seconds” is more than 1 turn but less than the “30 seconds” 
  level, so the base time level for Pat’s character’s lockpicking 
  attempt is “30 seconds” for purposes of determining any 
  bonus or penalty for taking extra time or rushing the task. 
  Time Chart 
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  Taking Extra Time 
  Characters can take more time than normal to perform a task 
  in order to improve their chance of success. By taking more 
  time than normal, the task becomes easier. For each lower 
  level down the Time Chart (i.e., for each larger period of 
  time taken), the skill roll receives a +2 bonus. 
  Pat’s character needs to pick a lock that he knows to be very 
  tough. The GM has decided that picking the lock is a 
  Challenging task (TN 18). Since there is no immediate 
  danger and his companions are watching the passageway, Pat 
  decides to take his time and concentrate. The referee decides 
  that If Pat spends 1 hour on the task he will get a +6 bonus to 
  his skill roll because “1 hour” is three steps lower on the 
  Time Chart than 30 seconds. Not wanting to take quite that 
  long Pat decides to take 5 minutes and gets a bonus of +2. 
   
  Rushing 
  Characters can attempt to perform a task more quickly than 
  normal. By taking less time than the “base time” for a task, 
  the task becomes more difficult. For each higher level up the 
  Time Chart (i.e., for each smaller period of time taken), the 
  skill roll incurs a -3 penalty. 
   
  Repeated Attempts 
  Characters who fail at a skill roll may make another attempt, 
  with conditions. 
  A character who attempts a task again after failing it once 
  may make a new skill roll, but is at -3 for each successive 
  attempt. This penalty is cumulative and is in addition to any 
  other modifiers for taking extra time or rushing (see Taking 
  Extra Time, page 36). 
   
  Tools & Equipment 
  Some skills do not require equipment for their use. The use 
  of specialized equipment with these skills may provide a +3 
  bonus to the skill roll, at the GM’s discretion.  
  Some skills, on the other hand, require the character to have 
  access to specific equipment in order to use the skill at all. 
  Examples include a forge, for Blacksmith, or a weapon, for a 
  weapon skill. If the character doesn’t have the necessary 
  items he cannot use the skill. 
  Other skills normally require tools of some kind but can be 
  used with improvised tools. If a skill can be used with 
  improvised tools, at GM’s discretion, the character may 
  attempt the task but suffers a -3 penalty. 
  (Open Game License Information)  
   
   
   
   
   
   
  
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