The idea is simple, you roll a pool of dice (based on something probably your skill in some area.) and count how many of the roll are 5 or greater, these are called 'successes.' If you meet the number of successes a test requires, then you accomplish that task. Any successes left over increase the quality of the success.
Oh my god you ripped off Shadowrun, Fourth Edition, which ripped of the New World of Darkness, which ripped off the Old World of Darkness, which ripped off Shadowrun, First Edition!
OMG!
I'm not sure how Skills work. Are they modifying the TN of 5 or are they adding/removing dice?
Oh my god, I didn't realized I'd stolen from someone who'd stolen something from someone who'd stolen something else. I should be brought out into the street and shot. Shot dead, I tell you!
Skills would indicate the size of the pool you roll dice for. A skill of Five in Weaslemongering would allow you to roll five dice in your test to (say) Monger Weasles.
Trying to undercut someone in your Mongering of Weasles because you're Sneaky (or some other suitable adjective) would let you roll d8s instead of d6s on your test.
Sorry, I should be more clear -- this is the part that confuses me:
If it just happens to be raining, and they're at a Town Gate and they want to be let in out of the rain, the one with the more specific skill is going to have an advantage. (Maybe +8 or so for being so darn lucky :) )
Is that +8 dice to your test? Like, if you had a skill of 4, and the situational advantage was +8, you'd be rolling 12D6?
Yes. Sorry, I just re-reread what I wrote. I left part of that in my head. What you said is correct. Though the 8 is far too large, it was just an exageration.
Dice pools - Good WoC = + die size - good skills = + mods - eyah, this I'm a bit sketchy on, not only because of the slowdown, but because its too easy for GMs who want to railroad to just give crappy bonuses. My suggestion, go back to the attribute link with skills and make it a flat bonus if your skill is linked to the attribute a test is using.
Also evens out your opposed stuff as GM can call what type of test it is. Mr negotiator wants to haggle in the market, fast talk linked to wits versus persuasion linked to senses, but GMs call on whether its a Senses test against a smart merchant or a Wits test against a con man.
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Oh my god you ripped off Shadowrun, Fourth Edition, which ripped of the New World of Darkness, which ripped off the Old World of Darkness, which ripped off Shadowrun, First Edition!
OMG!
I'm not sure how Skills work. Are they modifying the TN of 5 or are they adding/removing dice?
Reply
Skills would indicate the size of the pool you roll dice for. A skill of Five in Weaslemongering would allow you to roll five dice in your test to (say) Monger Weasles.
Trying to undercut someone in your Mongering of Weasles because you're Sneaky (or some other suitable adjective) would let you roll d8s instead of d6s on your test.
Reply
If it just happens to be raining, and they're at a Town Gate and they want to be let in out of the rain, the one with the more specific skill is going to have an advantage. (Maybe +8 or so for being so darn lucky :) )
Is that +8 dice to your test? Like, if you had a skill of 4, and the situational advantage was +8, you'd be rolling 12D6?
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Dice pools - Good
WoC = + die size - good
skills = + mods - eyah, this I'm a bit sketchy on, not only because of the slowdown, but because its too easy for GMs who want to railroad to just give crappy bonuses. My suggestion, go back to the attribute link with skills and make it a flat bonus if your skill is linked to the attribute a test is using.
Also evens out your opposed stuff as GM can call what type of test it is. Mr negotiator wants to haggle in the market, fast talk linked to wits versus persuasion linked to senses, but GMs call on whether its a Senses test against a smart merchant or a Wits test against a con man.
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