Thanks Aaron, I totally understand your rational (I was staff for SRM 1.0). I hope that 2010's SRM rules update takes a few things into consideration though. As I build my character this week, I realize that I won't be going human Face
![smile.gif](http://forums.dumpshock.com/style_emoticons/default/smile.gif)
The campaign restrictions hurt them (both fencing and extended tests).
The Face often does extended tests so I chose him, though the small nerf applies to all extended tests.
Normal extended test: on average for every 3 dice you have, you get 1 success. Add in an edge dice, you have .33 success per 6 dice used.
Buying success: you get a flat 1 success per 4 dice you use.
Rolling...
If you have 11 dice to through at a extended test, (threshold 10, base time 1 month) and 3 edge to play w/, for the first month you add one edge. That get's you 12 dice, and about 4.66 successes. You repeat this for the next two months and end up w/ a total of 13 success. Which I believe you can reduce that last month's time? Maybe no reduced time, I can't find a rule for that in 4th.
Buying...
If you had 12 dice, you'd have no use for the edge dice, as it won't bring you to the next multiple of 4. However, at 11 you get 3 success per month for the first 3 months, and end up w/ 11 in four months.
Edge is devalued-- granted, very nice to have for several other reasons. I have to put that in, b/c in 'net forums people look for things to argue, and will turn the word "devalued" into "worthless" just so they have a reason to type how it can save your life, and ad nausem. (or correct my spelling).
The option to buy success at 4:1 is nice, when given as an option. Most players (I think) know the math, and realize that they are taking a worse ratio, but they are losing the chance of failure. So, if they are that skilled, then it makes sense to do so. It eliminates that nasty game element of an olympic gymnist being unable to jump over a 3 foot wall 5% of the time b/c he rolled a one on a D20 (another game, but we all realize how that failure rate is much too high).
On the other hand, there are people who'd play a home game, and end up w/ mad loot at a Con game that is so unrealistic, it's not funny. Perhaps since this is a forced buy, the average of 3:1 can be applied to extended tests? I'd also like to see the negotiation skill be able to increase fencing price somehow
![frown.gif](http://forums.dumpshock.com/style_emoticons/default/frown.gif)
I'm playing an Orc mage though, so these are just suggestions that I'm not going to be waiting on w/ baited breath or anything.