Examples | Interval |
Picking a lock, building a dice tower | 1 combat turn |
Setting up equipment, writing an email | 1 minute |
Cooking a meal, assembling furniture | 15 minutes |
Researching a subject, eating a jawbreaker | 1 hour |
Building or Repairing a vehicle or drone, cleaning the garage | 1 day |
Writing simple software, remodeling a house | 1 week |
Building a house, writing a novel, writing complex software | 1 month |
Examples Interval Writing simple software 1 week writing complex software 1 month
There are times when the extended test pool can be refreshed with resting.
Such as when their isn't a strict time limit.
For example: Bob the rigger got is car shot up on the last run and decides to fix it himself. But, Bob doesn't have an other job coming up for a couple of weeks. After the GM has set the interval, Bob gets started, as rolls his dice pool, noting his successes And subtracting a die each at each interval. After 5 rolls, Bob has fixed half the damage to the car when a buddy asks for his help.... Bob goes and helps his buddy, gets a good night's sleep and starts again the next day. (Due to the rest, his pool has refreshed).
However, if Bob needed his car in 3 days, he might not have enough time to take a break to refresh his dice pool.... in which case the damage to the car was beyond his ability to fix in such a limited time (but he probably does fix some of the damage.... just not all).
Overwatch only applies to matrix actions. And then only for illegal matrix actions like Sleaze or Attack.
I think this may be a bit of an exaggeration. Coding can be vary in length based on what it is you're making. Something like a common program would have a day interval in my mind.
It's noted here and there that Defenders wins ties
It's noted here and there that Defenders wins ties
The way I always understand it:
Opposed tests means two people roll. One is the attacker, one is the defender. No matter if it's an actual attack, can work in social rolls too, or anything, it's just a terminology. I just can't think of any better ones right now.
The attacker is the one who actively attempts to do something. The defender is the one who reacts to this attempt (and usually tries to work against it and prevent it).
Hits the defender rolls, are subtracted from the hits of the attacker. The result are the net hits.
On a tie both parties rolled the same number. Net hits are therefore 0.
In almost every case you fail what you were trying if you don't get at least 1 net hit. So you failed to do what you wanted to do. Or the defender won the roll.
There are some corner cases, the actual attack has been mentioned. But even here you failed. You wanted to shoot him in the face. You didn't. You manage to graze his earlobe or something. With certain ammo, that still does something, but that's a property of the ammo really. If you're using regular bullets or APDS, nothing happens. The attack you tried to do failed.
TL;DR: Ties go to the defender unless otherwise stated.