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also the reason why accuracy is capped from 5 to 95%, as 1 is a critical success and 20 is critical failure.
Actually no. Battletech (the tabletop game) is played with two 6-sided dice.
I don't think that's the case either. Citation?
Here's how the game determines a to-hit:
https://steamcommunity.com/app/637090/discussions/0/1696045708664264381/
all the hit modifiers are based around a d20, otherwise it would display in 2.5% segments because of gunnery skills.
The "r" in this case is a random number from 0 to 1. Not from 0 to 20, or 0 to .2 or whatever.
I'm not sure what your point is, you can implement a d20 any which way you want.
the hit chance rules obviously simulate a d20, with hit difficulty being the 'dice' role you need to reach to score a hit, and 1 and 20 being critical failure and success respectively.
No, it's not D20 based at all, and never has been. Sorry. But +1 Acc is indeed another point of accuracy. If you mouse over your weapons when about to fire you can see the various modifiers that will apply to the shot with that weapon. The game is essentially based on the 2D6 tabletop system, with some changes to make it a better fit for the PC.
This game lets you have 90% and 95% hit probabilities, neither of which is a possible value for 2d6.
ever noticed each point of difficulty decrease hit chance by 5%? It's simulating you needing to roll 1 higher using a d20 to get a hit.
tell me, how would you get 5% increments with 2d6?
Well, you can specify the rage of a random number. Also, if it was simulating a D20, you'd discretize the values to 1-20. That's not the case here. It's a floating point random number with an actual function to determine hits. Just because you have a 5% floor and a 95% ceiling doesn't mean you're simulating a D20.