Re: [RPM] Quick and Dirty Quirks Quirk
Even in that case you find things odd
A skill 20 caster can pretty well expect to hit 90 energy in the field through gathering, getting bad results on 17 quirk and 18 botch in the process
To make a 90 energy charm, its more than there safe thresh hold, but not more than twice, so they need to roll a 13 to not botch
To not quirk they need to roll a 16
In the field they are more likely to quirk than botch (17 is easier to roll than 18)
In their charm lab in unconstrained time the opposite is true
That example help clarify more?
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