Quote:
Originally Posted by Varyon
Take 4 Only is always at least equal to, and generally better than, No Dice Roll Required - for any roll that NDRR would turn into an automatic success (effective skill 3 or more), Take 4 Only would turn into an automatic critical success (with effective skill 3 or higher, you are allowed a roll, and a roll of 4 is always a critical success; Take 4 Only could even allow you to auto-crit in cases where NDRR doesn't help, like if you're doing a Power Parry with effective skill below 3 - you can always attempt a defense roll and hope for crit, even if effective skill is somehow -20).
Also, Take 4 Only and Take 4 are very nearly exactly the same. The only case where you would theoretically want to roll instead of Taking 4 would be if critical success is insufficient, and you need to actually roll a 3. I think that would only happen in a Quick Contest where your opponent had a critical success with a MoS that would beat your MoS if you rolled a 4, but wouldn't if you rolled a 3, and that strikes me as a vanishingly unlikely occurrence. Also, if it does happen, the chance getting to roll would actually help you is pretty darn low (0.46%, the probability of rolling 3 on 3d6).
I like setting Take 14 Only at +0%, based on a Gaming Ballistic article (I think it was) about basically assuming everyone rolls a 14 for passive use of skills (so a character who isn't specifically paying attention can be assumed to roll a 14 on Perception/Observation, a thief who isn't specifically trying to be stealthy is still harder to notice than Joe Average by assuming they each rolled a 14 on Shadowing/Stealth, etc).
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That all makes sense; so yeah, "Take X Only" should have its own chart, then.
I remember that Gaming Ballistic article, now. Assuming a 14 for passive use is a good default, IMO.
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http://forums.sjgames.com/showthread.php?t=169674
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