02-22-2016, 01:10 PM | #1 |
Join Date: Sep 2014
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BAD and extra time
Am I correct assuming that BAD includes modifiers from possible extra time and haste? And, perhaps, repeated attempts (which I doubt)?
The reason I'm asking is because sometimes extra time is just free +5 to effective skill. If PCs encounter a lock and they're currently not attacked, spending x30 time can be alright for them. Thus, free +5 to Lockpicking roll (they won't finish the job faster, but they'll succeed anyway). Some people may say "then GM should design a negative consequence for spending so much time, for example, guards receive reinforcements or get a chance for spotting the PCs because of noise". And that's what I regularly do. But sometimes lock is just a lock, I want to apply -2 modifier and see if PCs can handle this. But by-the-book I must take into account repeated attempts and extra time.
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When in deadly danger, When beset by doubt, Run in little circles, Wave your arms and shout. |
02-22-2016, 01:27 PM | #2 | |||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: BAD and extra time
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02-22-2016, 02:16 PM | #3 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: BAD and extra time
I think BAD includes time available to do the task. In my mind, one of the things which can make up the BAD modifier is the amount of time you have to complete your work before someone discovers you. A lock in an area which is rarely checked by guards has less of a penalty than an identical lock in an area which is checked frequently because you have to open one faster than the other. Knowing which areas have less frequent checks, timing your intrusion so that you start work with the longest possible delay before the next check and causing delays in the guard's patrol are all part of reducing the abstract difficulty through research and planning.
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