QUOTE (Dr. Funkenstein @ Apr 4 2010, 01:32 PM)

Exactly. Extended Tests don't cover that, but allowing repeated attempts in increasing time increments does.
Didn't you get my point or did you simply choose to ignore it? Increasing time increments does not cause players to give up. In situations they are on the clock they may run out of time, but otherwise players can simply say they search forever. Unless you actually play out the actual time spent in game. If the players had to wait a whole hour just to get a retry, then YES they would get bored and give up. But searching 24 hours on a mission that they have a week on? No problem.
Extended tests on the other hand has the new mechanic of people loosing their edge and actually performing worse and worse at the same repetitive boring task. Once they hit 0 dice pool they will automatically give up for the time being.
QUOTE (Dr. Funkenstein @ Apr 4 2010, 01:32 PM)

No, because an Extended Test requires massive amounts of time. When looking for those keys, you could get lucky on your first, second, or five millionth attempt. It's a Success Test, just not one you're guaranteed to succeed at on your first attempt.
Massive amounts of time? Interval can be as low as a complex action. Which means, a wired 2 character can do a ton of tests in a single minute and even unaugmented ones have 20 tests in that time theoretically. You can get lucky on extended tets too, especially if you use Edge. But it's more likely to take a few tests. If the threshold of an extended test is less than 4 (easy) I'd just say it's automatic success. Like finding a set of keys you just dropped on a clear floor.
QUOTE (Dr. Funkenstein @ Apr 4 2010, 01:32 PM)

If you're attempting to climb a cliff and you have the skill and resources to achieve it, there's no reason at all you shouldn't be able to eventually do it. Same thing with opening a maglock, or even hacking a system. Though the latter has opposition forces and time constraints; the longer you attempt it, the more likely you are to get noticed. But that's an Opposed Test, not a Success Test.
Skills and resources is what gives you your dice pool. The mechanics decides if you're good enough, not the GM beforehand. If I did decide beforehand that climbing (say a ladder) would be very easy, then I'd not require any climb test at all. The climbing rules are broken anyway, always have been. It should be a success test with success meaning you climb X meters (based on net hits). Each new test would be a new action, so no dice penalty. Not that it matters according to Dakka Dakka, the penalty applies to failures. Failing a climb check could potentially have disastrous results anyway, at least on critical glitches. The only real danger in hacking maglocks is the anti-tamper system. The interval is low anyway so spending 4 turns instead of 3 will probably not matter anyway. But I like to think there exists maglocks that people COULD fail at hacking. Yes even without glitching.
QUOTE (Dr. Funkenstein @ Apr 4 2010, 01:32 PM)

Here's another example. Say you go to a firing range to play with a new pistol you bought. There's a bullseye on the range, and you want to practice hitting it. You have a perfectly fine gun, plenty of ammo, you know how to use a gun fairly well, and you're in a comfortable, relaxed environment. Are you really going to get worse at hitting it with each subsequent shot you miss (-2 diminishing rolls)? Are you really guaranteed to NOT hit it the first dozen times you roll your dice (Extended Test)? Like looking for your keys, it's not something you that becomes impossible to do, and it's not something that requires massive amounts of time to do in and of itself, so neither rule fits at all. The best you can do is ignore the diminishing -2 penalty and keep at it.
Shooting on a firing range wouldn't require a test at all. It is training you do in your spare time. No extended test, no test at all. If it was a tournament it would be opposed tests probably or success tests with very high thresholds. And as said, no diminishing -2 pool when you actually succeed. The -2 on failures is optional IIRC and only meant to prevent players from abusing the rules and auto-succeeding on tasks that are supposed to be hard.