Quote:
Originally Posted by vicky_molokh
- Succeed in convincing most of them to get help with the spell . . . at the cost of some of them becoming misguided/overconfident and leaving the area of the spell's protection.
- Succeed in convincing most of them (i.e. a moderate success MoS-wise), and also accidentally find some useful information about spells while talking to one of them.
How could GURPS handle the latter two cases?
Thanks in advance!
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Hmmm.
For the first I personally do that as a "You can take an extra bonus, but there will be drawbacks if you do so" on a Skill Check. The latter I'd handle as a bonus effect to a Critical Success.