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Old 08-22-2016, 09:02 PM   #1
Kalzazz
 
Join Date: Feb 2009
Default [RPM] Quick and Dirty Quirks Quirk

One thing puzzles me about the Quick and Dirty Charm rules for RPM

As your effective skill increases, your ability to quirk your spells drastically decreases, even when throwing spells that will likely cause horrible catastrophe

For instance, say Jaina the Mageling has effective skill 30 for a spell

(Shes a skilled mageling, she is in a place of power, has a grimoire and a workspace, whatever)

She wants this to be an awesome 1000 energy spell! Her safe threshhold is 165, so thats over 5 times her safe threshhold! She rolls 3d+5 to try and avoid horrible horrible doom (she needs a 10 or less or she is suffering a botch)

Jaina however to avoid quirks just needs to get a 16 though (30 -5, so roll vs 25, 17 and 18 automatically fail skill rolls)

If Jaina was not using Quick and Dirty, and rolling each gathering roll stand alone, for most of her rolls she would botch on an 18, pick up a quirk on 17 . . . so she should be much likelier to get quirks than she would be to botch

What am I missing?
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