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Extended tests

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Glorthoron

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« on: <06-10-12/1725:59> »
Just testing the waters here,

Who has found which technique better?

1) rolling extended tests continually without the optional rule, until someone succeeds or

2) reducing the dice pool for each successive dice roll by -1.?

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Xzylvador

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« Reply #1 on: <06-10-12/1826:44> »
Successive -1's most of the time.
Exceptions are possible, but rare enough to be exceptions.

Edit to be complete: Imo, with the cumulative -1's rule, some leniency should be used towards glitches and critical glitches near the end of the test when the dicepools become so low that glitches are almost unavoidable. Possibly only the first half of the rolls should be looked at for glitches.
« Last Edit: <06-10-12/1835:38> by Xzylvador »

Falconer

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« Reply #2 on: <06-10-12/1937:50> »
We play with the -1 on each successive.

It works really well... even with glitches on small pools.

If you're that far down in the dice you're at the far limits of your ability.   If you're that far down you either need more skill or better equipment.   Failure is what makes the successes stand out all the more.

IF glitches are that much of a problem... just have an ally or hire out a spirit with the guard power to prevent you from glitching.

Black

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« Reply #3 on: <06-10-12/2117:06> »
-1 on each successive test.  Works fine and we have had no issue with it.
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raggedhalo

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« Reply #4 on: <06-11-12/0528:06> »
Yep, we use -1 for each successive test and it works well.  In particular, it prevents the "I can just keep rolling until I succeed" problem I had a lot at my old table.
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Black

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« Reply #5 on: <06-11-12/0530:54> »
Adds a bit of tension to the roll.  Otherwise its a bit boring when its really only a matter of time...  unless time is really limited.
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All4BigGuns

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« Reply #6 on: <06-11-12/1003:08> »
Adds a bit of tension to the roll.  Otherwise its a bit boring when its really only a matter of time...  unless time is really limited.

Having a time-crunch adds plenty of tension, in my opinion, and I think it's far preferable than an arbitrary penalty.
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Crash_00

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« Reply #7 on: <06-11-12/1038:14> »
I use the -1 if it's a hurried attempt (ie they're under a quick time limit like trying to crack a safe while the guard is taking an unscheduled smoke break). If they've got plenty of time to sit back, do their research, and slowly work toward it, I don't worry about the penalty.

It's not so much about the tension as it is encouraging the players to raise their skills. Even the specialty skills, because they have tendency to get left low just have the stat raised. Something irks me when I see an expert cat burgler concept with a one in hardware and locksmith because the character has a high logic and agility.

Black

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« Reply #8 on: <06-11-12/1953:46> »
Time sometimes adds presure, but not always.

Eg.  Soft hacking a site can take hours, but if you dont reduce the dice pool, any site can be hacked.

Also good for sourcing High Availability items.  Sometimes getting that Force 6 foci just isn't going to happen when you don't have the right contacts.. yet.
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KarmaInferno

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« Reply #9 on: <06-12-12/0031:59> »
The massive amount of bonus Social dice that can be thrown at Negotiate tests kinda make even silly high Availability scores just a matter of time, though. Even with degrading extended tests. Even if you also use the dice pool cap rules.

A mildly social-focused character can get items with Availability in the 20-30s or so without too much difficulty. A truly twinked-out pornomancer can get Availability items in the 100+ range. Seriously.


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Mirikon

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« Reply #10 on: <06-12-12/0130:46> »
Remember, though, that just being able to get your hands on something doesn't mean you're going to get away with it. Yes, you got your very own military warform biodrone. Too bad that it sticks out in the kind of way that makes people hit the PANICBUTTON and has the Knights roll out a 'maximum response' package to greet you, just for walking down the street. Even if you manage to talk your way out of it, your picture is going to be going up all around town. Good luck getting work after that.

Granted, the above example is a tad extreme, but you get the idea. Availability isn't meant to be the end all be all of what the players can bring to the party. There are plenty of tools in the GM's Bag o' Tricks that you shouldn't look away from when talking about the uber gear. Not the least of which being the fact that when you show off the new shiny, someone who's dirt poor and desperate may try to shank you and steal it. Or watch as your combat drone with the FA, Belt-fed assault cannon gets taken out by a sniper with APDS ammo. You have to think in terms of checks and balances, as well as escalation.
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Glorthoron

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« Reply #11 on: <06-19-12/1745:00> »
The massive amount of bonus Social dice that can be thrown at Negotiate tests kinda make even silly high Availability scores just a matter of time, though. Even with degrading extended tests. Even if you also use the dice pool cap rules.

A mildly social-focused character can get items with Availability in the 20-30s or so without too much difficulty. A truly twinked-out pornomancer can get Availability items in the 100+ range. Seriously.


-k

With tests to get gear I like to make full use of the glitches and critical-glitches.  If a player gets a glitch when rolling for availability, I might still let them get it, but there just might be someone looking for it, or even something wrong with it.  Critical Glitch: Knight Errant sting at the exchange.
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