More successes with low skills |
More successes with low skills |
Jan 19 2004, 04:34 PM
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#1
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Moving Target Group: Members Posts: 345 Joined: 10-February 03 From: Leeds, UK Member No.: 4,046 |
Does anyone have a good, simple, unbalancing house-rule on increasing the number of successes for low skill characters?
The situation I'm looking at is where Joe has a skill of 2 or 3, but wants/needs (for whatever reason) 4 successes. Currently, even with a TN of 2 a skill of 2 is never going to achieve 3 successes and that doesn't seem entirely right to me. I saw a method once where for each die that came up double the base TN was treated as an additional success - in this example a 4 would count as 2 successes, an 8 as 3, a 16 as 4 etc... (As an aside, this would also have the advantage of meaning that someone with very low skill has at least a small chance of staging up damage in combat) Something like that would be good - but it would quickly get unmanageable with greater numbers of dice and there are certain situations where I probably wouldn;t want it to apply (although I can't think of any it seems likely there would be). Any thoughts? |
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Jan 19 2004, 04:50 PM
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#2
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Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
I give an additional success for every 6 by which a roll exceeds the TN. With a TN of 2, 8 would count as 2 successes, 14 as 3, 20 as 4, etc. This applies to all tests in my games (at least I can't think of any tests that it wouldn't apply to).
I don't like multipliers, so I always use addition/subtraction where possible. I've concluded that they are easier to do when very tired or slightly intoxicated or both. |
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Jan 19 2004, 05:01 PM
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#3
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Moving Target Group: Members Posts: 608 Joined: 9-July 02 From: California Member No.: 2,955 |
I do it for every 10 the die exceeds it by, making it extremely unlikely but still possible, as every now and again people will make those madass twelve+ rolls. But not usually. :D
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Jan 19 2004, 05:30 PM
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#4
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Simplest rule is to let a success be a success.
Seriously, aside from certain combat and magic situations (both where you have some pool that can apply) and cybersurgery rules, the skill system isn't intended on needing multiple successes. Multiple successes just make your completion of the task that much faster/better. 1-success is enough is the best rule (and it's Canon. :P) Sphynx |
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Jan 19 2004, 05:36 PM
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#5
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Shooting Target Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 |
Actually with the exception of combat. The next most frequent and needed place for multiple success is perception. (sometimes i feel it's more important then combat)
[EDIT] ettiquette tests in the legwork of published adventures[/EDIT] |
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Jan 19 2004, 05:48 PM
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#6
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Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
This rule has in fact come up most often in spellcasting -- resisting spells and resisting Drain. For example, it allows average Intelligence people to spot guys with low-Force Invisibility with lots of successes in some situations. It forces the players to be a bit more careful with their Invisible characters when there's still the possibility that someone might spot them. |
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Jan 19 2004, 06:07 PM
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#7
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I typically give an extra success for every 12 the rolled total is higher than the TN. I have a friend who is toying with the idea of giving an automatic karma point to anyone who rolls over a 24.
~J |
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Jan 19 2004, 06:11 PM
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#8
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Chrome to the Core Group: Dumpshocked Posts: 3,152 Joined: 14-October 03 From: ::1 Member No.: 5,715 |
Too bad he isn't my GM. My group is known to have the Blessed Dice Edge for each player at least once a game. Blessed Dice (6): Every so often, one die comes up with a roll of at least 25. This usually only happens once per game, but is known to happen twice or thrice. I don't think we know what our Flaws are to counter those six points. :D |
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Jan 19 2004, 06:16 PM
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#9
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Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
Every 1296th die will come up as 25 or more, so to get lots of Karma in such a game, just do a lot of menial tasks with a high skill. You'll get at least a few bonus karma per game in the long run.
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Jan 19 2004, 06:17 PM
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#10
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Moving Target Group: Members Posts: 611 Joined: 21-October 03 From: Yorkshire Toxic Zone Member No.: 5,752 |
I've seen plenty of examples in printed adventures (contacts, especially) where one success just won't cut it and may lead to failure or innacurate results.
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Jan 19 2004, 06:30 PM
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#11
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Moving Target Group: Members Posts: 345 Joined: 10-February 03 From: Leeds, UK Member No.: 4,046 |
The main areas I'd want to use it are combat, perception, B/R, Etiquette and healing. If someone has a skill of 1 and is attempting a BR task with a time of 1 hour, then they either succeed and take an hour or fail completely. Is that right? At least with a rule like this there's a possibility they could do it quicker...
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Jan 19 2004, 06:31 PM
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#12
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Running Target Group: Members Posts: 1,047 Joined: 12-November 03 From: Perilously close to the Sioux Nation. Member No.: 5,818 |
By the rules, yes he either succeeds or takes an hour.
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Jan 19 2004, 06:56 PM
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#13
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
The karma for +24 thing was dependent on player cooperation, as we did in fact think of making tests for everything under the sun. Furthermore, for anything someone is rolling four or less dice on, they have at least an equal chance of Rule-of-1ing it.
~J |
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Jan 19 2004, 07:03 PM
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#14
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Shooting Target Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 |
Granted, we've added a Social Pool option, but shouldn't the existing pools be adequate for potential staging for most other tests? And if more successes are needed than can be rolled with the skill + appropriate pool, well, there's always room for personal improvement.
Although I do like this one, and may petition for us to adopt it 8) Us, we've generally gone more the Ghostbuster RPG (ghost die) route: exceptional successes, quirky successes. |
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Jan 19 2004, 08:00 PM
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#15
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Moving Target Group: Members Posts: 608 Joined: 9-July 02 From: California Member No.: 2,955 |
Social pool...?, and damn Kag, my group wants that now.
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Jan 19 2004, 08:07 PM
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#16
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Shooting Target Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 |
IN + CH / 2 , for use with any CH-based skill.
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Jan 19 2004, 10:23 PM
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#17
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Ain Soph Aur Group: Dumpshocked Posts: 3,477 Joined: 26-February 02 From: Montreal, Canada Member No.: 600 |
We use double successes (not always, depends how generous I feel), but any 1s negate these extra successes. Works pretty well.
Of course, if you want a "good, simple, unbalancing house-rule", I suggest you triple the result of the roll and use that as the number of successes generated . :P |
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Jan 19 2004, 10:30 PM
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#18
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Moving Target Group: Members Posts: 675 Joined: 26-February 02 From: Seattle Member No.: 2,034 |
With many b/r tests the player can try again, taking another hour at the same or an increased target number right? If I am remembering that correctly it is possible to succede after a period of time longer than the base (with multiple attempts) so even a 1 skill person can have more than two outcomes. |
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Jan 19 2004, 11:32 PM
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#19
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Dragon Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 |
If your character needs more successes, (s)he probably shouldn't be attempting the feat.
Or hedge your bets with gadgets, gizmos and gear to better enhance your chances. Alternatively, you can adapt the "take 20" rule from (ack spit) d20. -Siege |
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Jan 19 2004, 11:36 PM
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#20
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Immortal Elf Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
i typically allow characters to spend karma to permanently raise their skills. i'm known as a pretty generous gm, though.
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Jan 19 2004, 11:38 PM
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#21
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Dragon Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 |
Ya know, I'm looking really hard for those <sarcasm> tags...:grinbig: -Siege |
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Jan 19 2004, 11:56 PM
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#22
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Senior GM Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
When it is important, a character can of course use Karma Pool to give additional dice to a roll, or can "burn" Karma Pool permanently for additional successes.
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Jan 20 2004, 12:06 AM
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#23
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Moving Target Group: Members Posts: 198 Joined: 26-December 03 Member No.: 5,935 |
If you've got 3 dice and need 4 successes use your karma pool. That's what it's there for. Now I don't mean burn points for automatic successes, just buy extra dice. I've never understood why so many players are averse to this. You can buy extra dice at a one to one ratio and it comes back at the end of the scene.
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Jan 20 2004, 12:07 AM
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#24
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Shooting Target Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 |
Only if your Gm lets it. Frequently you get it back at the end of the run. |
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Jan 20 2004, 12:09 AM
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#25
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Moving Target Group: Members Posts: 198 Joined: 26-December 03 Member No.: 5,935 |
I do have a question about the social pool. When would you ever have to split your dice? Why not just give everyone bonus dice to a CHA linked skills equal to the pool?
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