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Old 05-28-2013, 10:53 AM   #4
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: [Action 2:Exploits] BAD and ACT?

Preparing is covered by planning. That's why The Mission Plan opens with this:
Action-movie planning ranges from "Synchronize watches!" to an entire montage of equipping, mapping, rehearsing, etc.
Simply put, you can't blow away high BAD with prep. That isn't how it works. High BAD calls for high skill, though planning can help a little (up to +2), and a lot of gear gives specific additional bonuses (e.g., +1 or +2 for good- or fine-quality gear, +1 to science skills for a field lab, etc.). As the rules for BAD say:
The only other modifiers that apply are those that the PCs bring into the picture: bonuses for equipment, penalties for disadvantages, etc.
If BAD is too steep for the heroes to handle, they need to work more slowly (bonuses for extra time), bring better gear (bonuses for equipment), and make more complementary skill rolls (bonuses for assistants). These are the things that BAD abstracts for the other side, remember:
As with all BAD things, this is abstract. Actual skill, equipment quality, extra time, and anything else that might matter is all rolled into one handy number.
This stuff isn't left abstract for the heroes, though! Still, the GM should remember what it says under From BAD to Worse:
However, BAD doesn't always get worse. If the crew scores a coup – e.g., steals files containing the names of the corrupt cops and the technical specs for the station's security system – then the next part of the adventure might be easier.
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