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Originally Posted by Bruno
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.
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If the effective skill were low enough, most or all failures would be critical.
Quote:
Originally Posted by Bruno
Not Cool. If you want me to stop doing something, just tell me to stop doing something.
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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.