07-22-2018, 04:36 AM | #1 |
Join Date: May 2018
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"Roll once per minute" vs "roll to see how long..."
In my games, I have replaced "roll once per minute" with a single roll that tells you how long it took or whether you failed. "Degree of success" (how well you succeeded) hasn't really been a thing in TFT AFAIK until we started talking about contests and opposed rolls. Here's how I do activities that take variable time:
This plays well with other variable time rolls, like if you happen to use random encounters, the "time until the next random encounter", which you can also use instead of "roll once per hour" or whatever. Just one roll per encounter, the "degree of success" determines how soon the encounter happens. Watch out for critical success! If you are GM and you have already rolled for when the next random encounter will happen, try not to smile when a PC starts to pick a lock and sets the time limit too long... Tasks might require several rolls of different natures, some of which could involve time like this. Of note in rolls like this (and in contests) are the eight success classes: Super critical success: 3 Critical success: 4 Automatic success: 5 Normal success Normal failure Automatic failure: 16 Critical failure: 17 Super critical failure: 18 Automatic success should allow the task to take the stated amount of time if the actual degree of success would exceed the time limit. Automatic failure would make you reach your time limit, even if the degree of success is within the limit. etc. Last edited by zot; 07-22-2018 at 05:04 AM. Reason: clarification |
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