Sweet post! Method seems solid; I might steal it someday ^^

I’ve got two questions.

The first is tied to difficulty class, as in “the actual number threshold that determines success”. Your post seems to imply that any roll above an 11 is lucky and a roll below 10 isn’t. (In your opening example, rolling a bunch of 8s and 9s in a row could be completely fine when additional bonuses are taken into account.) Is there a way to compute the latent karma scores that takes into account the actual success or failure of the attempted action?

The second is about enemies. If you use the same latent karma for players and foes, wouldn’t the positive karma generated by my bad roll be used up by the next character, usually a baddie? Could you perhaps change the karma sign to account for the fact the enemy got lucky which, in a zero sum game, makes me unlucky?


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