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Old 10-19-2017, 12:19 AM   #1
Kalzazz
 
Join Date: Feb 2009
Default Re: [RPM] Quick and Dirty Quirks Quirk

I am apparently doing a very horrible job of trying to explain what strikes me as weird

Skill 20 guy has safe threshold 65, he wants a 65 energy spell (well, 65 on top of his pool etc). So safe threshold x1, modifier of zero. He critically fails if he rolls greater than 15. He gets a quirk if he rolls greater than 16.

If he tries to cast the spell not quick and dirty, he rolls around 7 energy gathering rolls . . . . any 17s that come up are a quirk, any 18s that come up are a critical failure.

Hmmm, though . . .if he wants to press on to 130 energy, thats 2x safe threshhold, so critical fail if greater than 14, quirk if greater than 16 still. If he tries to cast it not quick and dirty, he can gather give or take 105 where he needs a 16 to succeed, 17 to quirk, and 18 to crit fail . . . but then he still has 25 to go and he is looking at 16 or less. So give or take 9 more rolls where he is going to critically fail a lot, hmmmm, and maybe fail less than he critically fails? Still doesn't seem though he should be looking at 14 or less to not critically fail, and 16 or less to not quirk. And if he tries to push all the way to 195 energy, he is looking at 13 or less to not critically fail, but still 16 or less to not quirk (at this point if he tried to do it roll by roll though Id expect the chances of critical failure or quirks to be beyond through the roof, but, the non combat no time pressure is helping if he does it quick and dirty)

And Effective Skill 20 is around what I expect to see a starting character consider putting together when working on spells they intend to cast as charms ahead of time (5-6 magery, a lower end grimoire, maybe a +1 charm lab etc)
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