@3278
Actually this rule fits. The point is, long term projects consist of doing something and scraping everything and start a new if you realize your methodes where not good enough to finish it.
Think of writing a programm.
If you just know very few basics you will start writing everything down in one file. Probably not even using loops. This will be OK for simple programs. But as your programm grows it gets harder and harder to keep track of everything. If you now learn, that it is better to write Sub-routines and sub-programs and how to format you program better, this might help you. But you would need to start again from scratches. And this is exactly what the rule is telling you.
So it does work.
The rule does of course not work if you simulate several tasks in a row. Because you would actually need to roll several extended test. And again it would work.
@The Jake
QUOTE
My reading of the rules it came down to GM fiat. I suspect that it is your problem - there is no clear mechanic, it's subject to GM interpretation.
I really do not get it, it is quite spilled out in the text.
QUOTE ("The Rules")
The gamemaster can also [in addition to limiting the time] limit the number of rolls under the assumption that if the character can’t finish it with a certain amount of effort, she simply doesn’t have the skills to complete it. The suggested way to do this is to apply a cumulative –1 dice modifier to each test after the first
I mean honestly, thats quite straigt forward in my book. Everything where it is questionable that you can make it, you use this rule.
And by can make it, it of course means in ONE try. Not just making an extended test which consists of doing the same task over and over again, which is what some people here suggest as examples, why the rule does not work. Which is quite silly. Because here the extended Test rules in general DO NOT WORK.