I'm working on a Fudge/Fake Hack and would like to use 7 levels of competency. Although it goes against my very essence, my players seem to need numbers associated with Terrible through Superb (thus Terrible=1 and Superb=7) with die rolls to typically move "up the ladder" rather than in both directions with the 2d6-7 or 1d6-1d6. Before anyone suggests it, they do NOT get the simplicity of traditional Fudge Dice, (sort of like my kids not eating pineapple because they think it couldn't possibly taste as good as Skittles).
The Mechanic is based on rolling 2d6 and keeping either the highest or lowest die rolled (with some modifiers on either end). So my question is simply this: How do I calculate what the odds are for rolling 2d6 and keeping only the highest or the lowest? The mechanic looks like this:
Terrible 2d6 take the lowest and subtract 2
Poor 2d6 take the lowest and subtract 1
Mediocre 2d6 take the lowest
Good 2d6 take the highest
Great 2d6 take the highest and add 1
Superb 2d6 take the highest and add 2
Each character has a set of Fudge Points broken down into Luck, Stamina, and Will which they can use to raise a result when making a roll to ensure success. These points replenish throughout the game, but are low enough to encourage mindful resource management and "saving one's 'oomph' for when one really needs that extra little bit of luck or effort to succeed."
Thank you for any pointers you can offer a mathematically impaired librarian...