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Grumpy Old Ork Decker ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,794 Joined: 26-February 02 From: Orwell, Ohio Member No.: 50 ![]() |
Not to pick on MFB, but I've seen people mention stuff like this regarding buying hits, and his was just the most recent example. And honestly? He's wrong. p55, SR4 Buying Hits If the gamemaster allows it, a character may trade in 4 dice fron her dice pool in exchange for an automatic hit. Gamemasters should only allow this when the character has an exceptionally large dice pool (and is unlikely to fail) or when the situation is non-threatening and non-stressful. If the character might suffer bad consequences from failing the test, then the gamemaster should require her to roll the test rather than buying hits. Buying hits is an alll-or-nothing affair; you cannot spend part of your pool to buy hits and then make a test with the rest. Now this says to me several things (And this was the intention behind this rule when we playtested it, at least as far as I know). Number one, 4 dice is not an exceptionally large dice pool. Sure, you had a ton of dice before hand, but not anymore after modifiers. And the final dice tally is what should count here. You're not likely to roll zero failures on 13 or 15 dice, it's somewhat likely on only 4. Number two, and this is the most important thing people overlook, is that the situation is supposed to be non-threatening and non-stressful. This means you can't do it to pick a lock when there are sec guards wandering around, you can't use it to stealth past a Lone Star patrol, and you certainly can't use it in any sort of combat situation. Especially in combination with the "character might suffer bad consequences from failing the test" part of it. The example in the book is for searching a room. Other examples would be while making a casual minor reapir on a vehicle, or while... you know, there really aren't many situations that I can see this rule really applying to, that aren't almost 100% Roleplay oriented, when you want to avoid getting bogged down with rules and rolling dice. Which was the entire point of the rule. Instead folks seem determined to use this as an example of how the game is broken and caters to power gamers. The only reason this rule might do that is if the GM allows it. And if the GM is allowing it, and you feel it's a problem, well... That's a problem with the GM and both his and your fellow RPG group members play styles, and not a fault of the rules. Bull |
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Lo-Fi Version | Time is now: 17th June 2025 - 11:06 PM |
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