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> 'Luck' reWorked, An alternate system for impossible tests
Moon-Hawk
post Jul 7 2006, 07:52 PM
Post #26


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QUOTE (Phobos)
You simply both forget to figure in the original dice pool - if a character has 8 dice (base) to it, Moon's solution would always mean at least a -1 on Edge Pool, and deek's ... ummm ... only characters with Edge 5+ would ever be in a position to use Longshots.

I said final dice pool. Not total penalty. The final dice pool includes the original skill.

Shrike seemed to understand me.

I'll try again, just in case I was unclear.
So, longshot tests come into play whenever the final dice pool (which includes base pool and all penalties) is 0 or less. The problem is that the odds of success for a final pool of -2 are the same as the odds of success for a final pool of -52. I agree that this could potentially be a problem. I don't want to make a hard line between possible and possible (GM fiat forbidding a longshot test) I suggest that rather than decreasing the odds of success, which is very problematic as pages and pages of threads seem to indicate, I suggest leaving the probability of success the same and changing the amount of "luck" expended. For every full -10 of the final calculated dice pool, charge an extra point of edge for the longshot test. So "Mr. Lucky" can attempt a task with a final pool up to -79 dice, but it will require all 8 of his edge to be spent on one test.
It still creates a situation where the do-ability of something tends gradually toward zero instead of having just two steps, I'm just sort of coming at it from another direction.
Am I making any sense? I can't tell.
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deek
post Jul 7 2006, 08:12 PM
Post #27


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Yeah, I understand what you are saying...

I was just clarifying what "I" meant on the whim of a rule I came up with a while ago...we are both putting limitations on Longshots, its just that your way gives an Edge 6 the ability to go up to -59 and mine only allows for -12...while the book sees no limit once you are below 0...

The GM should just make the roll secret and if he doesn't want it to happen (because of storyline or something) then no matter how many successes come up, he just says, "No, you missed!" :)

You are coming at it from a different angle, but you are still putting a hardline on the action...its just your hardline is much higher than what I feel comfortable with:) No matter, as all of the ideas so far sound good should someone want to use them...
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ornot
post Jul 8 2006, 03:10 PM
Post #28


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There is a realistic limit to how many -ve modifiers you can get imposed upon you. Of course you can make that much worse by choosing to take penalties for called shots and the like.

I would simply rule that if your choices take the dice pool to 0 you can't take a longshot test, you have to try something easier. Imposed penalties do not impact on your ability to take a long shot test. Of course what constitutes a self imposed penalty is up for some debate. Are range penalties self-imposed? After all, the attacker could try to get closer, and they are choosing to take the penalty for firing at long range.

Looking through the book I was also wondering... does the blind fire penalty still get imposed when the fight takes place in full darkness? Part of me says no, it's dark and you can't see anything anyway, while another part says muzzle flashes would light up the surroundings to a certain extent, so if you still can't see them it'd count. From a mechanics point of view, you still impose the cover modifier if there is partial light so it would make sense to impose them in full darkness too. Of course if you find yourself in that situation you've done something wrong!
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