TrippyHippy
Emperor Mongoose
Thought so. That's how we did it. I was just answering a querie on rpg.net about it though.
TrippyHippy said:It is ridiculous to have the influence of Characteristics being:
a) greater than the 'professional' level of a skill (apparently now: 2)
b) the equivalent bonus given to that of a superhuman, in D20 terms.
c) mathematically out of kilter with the formula used by the rest of the table.
It's not apparently pointless enough for you to stop arguing against these points, it seems. :roll:
Moreover, high scores of above 12 are possible, with the various bonuses you can get for character developments and racial bonuses. I'm saying that the scores have to be significantly above 12, at 15 or more, to have any further mechanical effect on dice rolls....because it has an unstabling effect upon the skill system as it stands.
weasel_fierce said:Timing / Effect:
One artifact of this system (which is very good btw) is that if you attempt a task so difficult that you need, say, an 11 or 12 on the dice to succeed, you cannot help but do it in an ultra fast and efficient manner, even though you barely succeeded.
Of course the odds of succeeding at all are very remote, but its still a bit of an odd element (kind of like how headshots in Reign/Godlike tend to happen before stomach wounds)
TrippyHippy said:It is ridiculous to have the influence of Characteristics being:
a) greater than the 'professional' level of a skill (apparently now: 2)
b) the equivalent bonus given to that of a superhuman, in D20 terms.
c) mathematically out of kilter with the formula used by the rest of the table.
It's not apparently pointless enough for you to stop arguing against these points, it seems. :roll:
Moreover, high scores of above 12 are possible, with the various bonuses you can get for character developments and racial bonuses. I'm saying that the scores have to be significantly above 12, at 15 or more, to have any further mechanical effect on dice rolls....because it has an unstabling effect upon the skill system as it stands.
weasel_fierce said:Timing / Effect:
One artifact of this system (which is very good btw) is that if you attempt a task so difficult that you need, say, an 11 or 12 on the dice to succeed, you cannot help but do it in an ultra fast and efficient manner, even though you barely succeeded.
rkhigdon said:Not necessarily. The effect die is modified by the same modifiers as the dice roll (minus charactereistic modifiers) with a minimum of one and a max of 6. So if you have a difficult task with skill 0 and no other modifiers you need a 12 to succeed at the task. Say you roll 6,6 and succeed, your timing result will be 6 but your effect will only be 2 (the roll of 6 modified by the -4 for difficult tasks).
Difficulty DM MxSL
Simple +6 6
Easy +4 6
Routine +2 6
Average +0 6
Difficult -2 4+SL
Very Difficult -4 2+SL
Formidable -6 0+SL, min 1
Staggering -8 SL-2, min 1
Impossible -10 SL-4, min 1
Mongoose Gar said:<I>How do you figure damage for Brawling and Martial Arts? </I>
Currently, damage is 0+Effect for melee attacks.