Klaus Kipling
Mongoose
There's been a lot of debate about the Time/Effect mechanic. I wanted to have a full look at all the possible outcomes with a series of bonuses and penalties, so I've mapped out all the possible rolls on 2D and how the numbers work on mods -5 through +5.
The table below shows the potential Effects die for every roll on 2D (2-12) and it's corresponding timing die, and how the mods affect the final Effect die result. The difference between a Fail and a Success is indicated by an F and an S respectively.
I have not capped the Effects result to between 1 and 6, as it is this definition that is causing the results to skew towards Exceptional successes and therefore it is this part of the rule that needs tweaking. My suggestion will appear below, with commentary.
The table below shows the potential Effects die for every roll on 2D (2-12) and it's corresponding timing die, and how the mods affect the final Effect die result. The difference between a Fail and a Success is indicated by an F and an S respectively.
I have not capped the Effects result to between 1 and 6, as it is this definition that is causing the results to skew towards Exceptional successes and therefore it is this part of the rule that needs tweaking. My suggestion will appear below, with commentary.