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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jul 28, 2022 7:51 pm Post subject: Negative Difficulty Levels |
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I was looking at my Awareness skill write-up today, and it got me thinking.
Under the RAW, Difficulty levels start at 1 and work their way up. So, under the rules I wrote up, a normal conversation nearby in a quiet room would be Very Easy, with Difficulty increasing as volume, distance and interference ramp up. However, there will be sounds louder than a normal conversation, and thus easier to hear. A Blaster bolt, for example, might have an effective Difficulty of -20, meaning that any listeners will automatically hear it unless it's far off and/or masked by background noise.
Have you ever used a Difficulty number that was so low as to effectively be an automatic Success, and only have a roll be necessary if the applicable Difficulty modifiers brought the base Difficulty above 0? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1861 Location: Norway
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Posted: Thu Jul 28, 2022 9:01 pm Post subject: |
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I used something similar, with allowing automatic sucess on tasks.
Something with a difficulty of 3 would be automatic for anyone with 3D or 3D+1 in the skill or the Attribute.
However I allow for preople to be simply unlucky and as such 2D+1, 2D+2 would risk a wild dice negative effect. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Jul 28, 2022 11:52 pm Post subject: Re: Negative Difficulty Levels |
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CRMcNeill wrote: | Have you ever used a Difficulty number that was so low as to effectively be an automatic Success, and only have a roll be necessary if the applicable Difficulty modifiers brought the base Difficulty above 0? |
Yes. Sometimes there are things that are normally automatic success (and normally no roll needed) unless some factors give it a modifier that gave it possibility of failure.
Mamatried wrote: | However I allow for preople to be simply unlucky and as such 2D+1, 2D+2 would risk a wild dice negative effect. |
For automatic things without those negative modifiers I sometimes still have the player roll just the wild die only, where anything but a 1 is a normal success. Even rolling a 1 may still be a success but that may introduce a complication. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jul 29, 2022 3:40 am Post subject: Re: Negative Difficulty Levels |
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Whill wrote: | CRMcNeill wrote: | Have you ever used a Difficulty number that was so low as to effectively be an automatic Success, and only have a roll be necessary if the applicable Difficulty modifiers brought the base Difficulty above 0? |
Yes. Sometimes there are things that are normally automatic success (and normally no roll needed) unless some factors give it a modifier that gave it possibility of failure.
Mamatried wrote: | However I allow for preople to be simply unlucky and as such 2D+1, 2D+2 would risk a wild dice negative effect. |
For automatic things without those negative modifiers I sometimes still have the player roll just the wild die only, where anything but a 1 is a normal success. Even rolling a 1 may still be a success but that may introduce a complication. |
I've had some instances where a sound especially gave bonuses to search/per checks. And i've also done on occasion, the 'you don't need to roll, because your skill dice beats the base diff'.. _________________ Confucious sayeth, don't wash cat while drunk! |
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