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No-roll Threshhold
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MrNexx
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Joined: 25 Mar 2016
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PostPosted: Wed Nov 15, 2017 6:17 pm    Post subject: No-roll Threshhold Reply with quote

So, what is your no-roll threshhold? At what intersection of skill and difficulty do you just say "Don't bother, you made it"?
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jmanski
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PostPosted: Wed Nov 15, 2017 7:46 pm    Post subject: Reply with quote

Always roll the dice.

You never know what can happen.... Twisted Evil
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Wajeb Deb Kaadeb
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PostPosted: Wed Nov 15, 2017 8:16 pm    Post subject: Reply with quote

jmanski wrote:
Always roll the dice.

You never know what can happen.... Twisted Evil


Especially if you are using the Wild Die.
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CRMcNeill
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PostPosted: Wed Nov 15, 2017 8:32 pm    Post subject: Reply with quote

I know when I came up with this, someone over on the G+ community was quite insistent that the possibility for automatic success or failure should be included. I was on the fence, so which way I would go would probably be dependent on the circumstances.
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Thu Nov 16, 2017 12:12 am    Post subject: Reply with quote

I've rarely had one, but if even with getting all 1s on the die they still can beat the diff by 5 or more, i have on occasion said "just roll the wild die to see if you might have gotten a complication'. BUT i never do that for combat.
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Bren
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PostPosted: Thu Nov 16, 2017 12:18 pm    Post subject: Reply with quote

Generally I find players like rolling the dice when they have lots of dice to roll, which is also when automatic success is often likely so they are often pretty happy to roll and get a really good roll or a roll with a lot of overkill. So players often don't mind rolling the dice when success is highly likely.

Of courses there are really low rolls and the wild die and such so sometimes as the GM I may want a roll to see if the unlikely event occurs and they fail.

So I usually have them roll the dice. On rare occasions where I want to use automatic success that tends to occur in two situations.

1. When time is short and I am trying to move the action along to a climax, ending, or good stopping place for the evening.

1a A variation of this is when many rolls are called for and I want to abstract the effect of say lots of blaster shots by making only three rolls. I used this method on the recent Halloween adventure I ran where the PCs encountered a shambling, slow kind of zombie and they ended up blasting several groups of zombies into many, many pieces and parts. Rolling the dice a few times is exciting. Rolling the dice 20 times for similar actions in similar situations is dull.

1b When the character is doing something like bargaining, persuading, or intimidating where there are a series of interactions and where the player rolling would be disruptive and provide OOC knowledge. I may call for or secretly make one roll and then use that roll as a modifier to how I judge the success of what they say and what I decide the NPC says. So here it is partly to avoid providing OOC knowledge and mostly to speed up the conversation and make it flow nicely.

2. When I feel sorry for a player who repeatedly has rolled very, very badly, even failing when using Force Points and character points. In this case if their skill is such that they ought to succeed I may skip a roll, especially if the character is about out of Force and character points. This sort of situation may happen once every four or five sessions. Or it may not happen at all.
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garhkal
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PostPosted: Thu Nov 16, 2017 3:22 pm    Post subject: Reply with quote

Now let's flip this around. Who's had it where cause of what a certain PC is attempting, the diff is so high, even popping off all of his available to be spent CP< he would need at least 3 or more '6's on the wild dice and/or CP to even get close to hitting the difficulty. Thus you have almost an auto-fail situation.

Case and point, you've got a pc system that the enemy is working on directly against the party, and they roll extremely well to set up the 'firewall' the party needs to get by. BUT YOU expected both of their computer geek pcs to be up and available to counter the enemy.. However either they are both down/dead, or were captured (or some other reason they are not there), so the best available tech skill is up, and he's NO WHERE needed the skill level to succeed..

What do you do then?
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shootingwomprats
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PostPosted: Thu Nov 16, 2017 6:56 pm    Post subject: Reply with quote

I have the players roll dice if failing the roll makes the players story/scene more difficult or dramatic, is important to the story. Of course, if the players want to roll dice, I let them as well. Heck sometimes I have players roll dice and not even have a reason for it. They ask me, "What was that for?" To which I smile and answer, "Oh nothing, its not important." Yet they know I do not have them roll pointlessly, so it amps up drama as well.
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Bren
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PostPosted: Thu Nov 16, 2017 8:48 pm    Post subject: Reply with quote

garhkal wrote:
What do you do then?
Let them roll and if that's what's rolled, let them fail. Sometimes the PCs fail at something important. It's not like the Rebels were able to fend off the Imperial assault on Hoth.
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garhkal
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PostPosted: Thu Nov 16, 2017 11:49 pm    Post subject: Reply with quote

Bren wrote:
garhkal wrote:
What do you do then?
Let them roll and if that's what's rolled, let them fail. Sometimes the PCs fail at something important. It's not like the Rebels were able to fend off the Imperial assault on Hoth.


Very true. There are plenty of times pcs SHOULD fail..
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