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Old 01-31-2016, 01:13 PM   #15
Flinx
 
Join Date: Jan 2016
Default Re: Success rolls: effective skill below 3

Quote:
Originally Posted by Bruno View Post
That's turning every failure into a critical failure because you want me to cut it out, but can't be bothered to tell me that.
If the effective skill were low enough, most or all failures would be critical.

Quote:
Originally Posted by Bruno View Post
Not Cool. If you want me to stop doing something, just tell me to stop doing something.
Setting aside the question of balanced game mechanics, this is not really how I would approach it as GM. If I tell a player that their character can’t even try something there has to be an in-game explanation for it. By now I am convinced that the rule of “no success roll below 3” is sensible, mainly because the mechanics don’t support extremely low probabilities. In these cases I would still allow a PC to try anything as long as it was in character and just tell them without a roll that they failed.
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