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Post by SavageGM on Mar 5, 2014 4:26:53 GMT -8
I was wondering how competitive rolls are done? Maybe I'm just missing it in the book.
Any thoughts?
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Post by providence13 on Mar 5, 2014 7:07:24 GMT -8
What do you mean, brother? Like skill vs skill, initiative..? I always try to help any way I can. 'Just wanted to understand.
If it's what I think you mean.. Most of the time I resolve these issues with one roll. Let's say 2 people have Barter but one also has Negotiating. Instead of making 2 rolls, one for each side, I raise the HC by one (or so) for the PC's, for instance. One roll is faster, for us. A GM could say that Erotic Arts could also modify that specific roll, if applicable.
With Tracking, the book gives other examples, but still requires one roll. "The skill points of the pursued reduce the skill
points of the tracker, and could possibly reduce the tracker’s ability so much that it reaches zero or an untrained level",TME, pg 55.
A lot of what my group needs to play is kind of in the rules. I just have to read between the lines. Hope that helps!
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Post by SavageGM on Mar 5, 2014 7:26:57 GMT -8
Like skill vs skill. Let's say 2 characters fighting over a knife. One person trying to hold a door shut while the other tries to push it open. I was looking at the hazards chart and trying to see about making the letters HC A-M correspond to the numbers of the traits and cross reference to get % kinda like the way Call of Cthulhu does competitive rolls.
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Post by SavageGM on Mar 5, 2014 9:10:03 GMT -8
I really like the one roll. Thanks for the help!
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Post by providence13 on Mar 6, 2014 10:00:54 GMT -8
Like skill vs skill. Let's say 2 characters fighting over a knife. One person trying to hold a door shut while the other tries to push it open. I was looking at the hazards chart and trying to see about making the letters HC A-M correspond to the numbers of the traits and cross reference to get % kinda like the way Call of Cthulhu does competitive rolls. Call of Cthulhu.. If I remember correctly, if you stay in the back of the party and burn every book found, you just might live. A GM could always go with one roll. Others might want a bit more complexity. 2 people fighting over a knife: You could also treat it just like normal combat. Grappling rules might apply. Grappling skill vs target's STR determines HC, as per pg 39. (What if the defender has Grappling? Also, the chart doesn't factor in STR..) HR: Grappling could counter Grappling 1:1 (just like Stealth). Target's STR bonus is a bonus to defend's roll. Now that the knife wielder is successfully grappled, an attack on their hand (called shot) inflicting at least 10 pts (your game may vary) of stunning damage and they drop the knife or you take it. For Grappling (and some targeted/hand attacks) armor DV isn't included. What about Martial Arts and Nerve holds/locks? with 2 attk/rnd, you could grapple and try to take the knife in the same rnd. This could be another entire post (I'll have to work on that.) Disarming techniques are common to many styles of combat.. I'll make another thread for this detailed HR. For STR vs STR rolls, I think the difference would be a good start. Who ever has the highest number after that should roll. Just some other suggestions.
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Post by SavageGM on Mar 6, 2014 13:55:26 GMT -8
Those work well. Thanks i don't think competitive rolls come up to often that the system doesn't already have something in place, but you know players the second you think they won't do a thing they do it first chance they can.
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Post by rexbannon on Mar 7, 2014 4:33:20 GMT -8
I agree with savagegm, players are tricky and you always have to stay one step ahead of them. this means asking the hard questions about the game and find the answers that work. btw nice break down to savagegm's question Prov13. I would probably do it very similar. the grapple skill almost seems like it was put in the game for just these types of situations.
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Post by omegabase on Mar 21, 2014 8:57:34 GMT -8
I use the simple rule from 'Eclipse Phase' to handle competitive roles (Opposed Test), the very rare times they come up: Both parties roll against their skill percent or STR value or hazard check target or whatever it is. If only one party succeeds, they win. If both parties succeed, whoever got the CLOSEST to their target without going over wins. This means that the player with the highest target (easiest check) is more likely to win, even if both parties make their rolls.
Since this adds yet more dice-rolling, I use it only for important high-profile things. Like player computer expert is trying to hack into a computer system that is actively monitored and defended by a hostile AI entity.
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Post by SavageGM on Mar 21, 2014 18:14:43 GMT -8
Thanks omegabase that's a good rule too. Quick and easy.
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