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Negative Difficulty Levels
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Jul 28, 2022 7:51 pm    Post subject: Negative Difficulty Levels Reply with quote

I was looking at my Awareness skill write-up today, and it got me thinking.

Under the RAW, Difficulty levels start at 1 and work their way up. So, under the rules I wrote up, a normal conversation nearby in a quiet room would be Very Easy, with Difficulty increasing as volume, distance and interference ramp up. However, there will be sounds louder than a normal conversation, and thus easier to hear. A Blaster bolt, for example, might have an effective Difficulty of -20, meaning that any listeners will automatically hear it unless it's far off and/or masked by background noise.

Have you ever used a Difficulty number that was so low as to effectively be an automatic Success, and only have a roll be necessary if the applicable Difficulty modifiers brought the base Difficulty above 0?
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Mamatried
Commodore
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Joined: 16 Dec 2017
Posts: 1822
Location: Norway

PostPosted: Thu Jul 28, 2022 9:01 pm    Post subject: Reply with quote

I used something similar, with allowing automatic sucess on tasks.

Something with a difficulty of 3 would be automatic for anyone with 3D or 3D+1 in the skill or the Attribute.

However I allow for preople to be simply unlucky and as such 2D+1, 2D+2 would risk a wild dice negative effect.
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10286
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Thu Jul 28, 2022 11:52 pm    Post subject: Re: Negative Difficulty Levels Reply with quote

CRMcNeill wrote:
Have you ever used a Difficulty number that was so low as to effectively be an automatic Success, and only have a roll be necessary if the applicable Difficulty modifiers brought the base Difficulty above 0?

Yes. Sometimes there are things that are normally automatic success (and normally no roll needed) unless some factors give it a modifier that gave it possibility of failure.

Mamatried wrote:
However I allow for preople to be simply unlucky and as such 2D+1, 2D+2 would risk a wild dice negative effect.

For automatic things without those negative modifiers I sometimes still have the player roll just the wild die only, where anything but a 1 is a normal success. Even rolling a 1 may still be a success but that may introduce a complication.
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garhkal
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Joined: 17 Jul 2005
Posts: 14022
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Jul 29, 2022 3:40 am    Post subject: Re: Negative Difficulty Levels Reply with quote

Whill wrote:
CRMcNeill wrote:
Have you ever used a Difficulty number that was so low as to effectively be an automatic Success, and only have a roll be necessary if the applicable Difficulty modifiers brought the base Difficulty above 0?

Yes. Sometimes there are things that are normally automatic success (and normally no roll needed) unless some factors give it a modifier that gave it possibility of failure.

Mamatried wrote:
However I allow for preople to be simply unlucky and as such 2D+1, 2D+2 would risk a wild dice negative effect.

For automatic things without those negative modifiers I sometimes still have the player roll just the wild die only, where anything but a 1 is a normal success. Even rolling a 1 may still be a success but that may introduce a complication.


I've had some instances where a sound especially gave bonuses to search/per checks. And i've also done on occasion, the 'you don't need to roll, because your skill dice beats the base diff'..
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