This sprouted up in another thread:
I find this to be an excellent idea. I always liked that tasks could take a variable amount of time, but thought the two roll method was a clunky concept that I generally forgot to do.
By using GuernseyMan's method, the effect directly influences the duration of a task, which is pretty elegant. Making it one roll is a huge plus to me. Making all tasks have a very obvious use of effect is also nice. I like it.
What do you think? Where are the ugly bits I am missing?
allanimal said:CosmicGamer said:Agreed. From early on I thought such.GuernseyMan said:The one surprise for me is that effect is not used for the timing of skills.
I always either forget to do timing rolls or decide based on what would be the most fun at the time.
I like the idea of the timing based on the effect. Fair and only a single die roll.
Maybe 6-effect of the skill roll replaces the timing roll?
GuernseyMan said:We already use 7-effect.
This means that if you succeed by 0 then it takes you longer than normal. An effect of 6 will take you down to one unit as opposed to no time at all if 6-effect is used.
I find this to be an excellent idea. I always liked that tasks could take a variable amount of time, but thought the two roll method was a clunky concept that I generally forgot to do.
By using GuernseyMan's method, the effect directly influences the duration of a task, which is pretty elegant. Making it one roll is a huge plus to me. Making all tasks have a very obvious use of effect is also nice. I like it.
What do you think? Where are the ugly bits I am missing?