[Torg] more NCI questions
Phil Dack
philipdack at yahoo.co.uk
Tue Nov 11 12:27:17 EST 2008
--- On Tue, 11/11/08, Benjamin Grant <benn at 4efix.com> wrote:
> Take-6 actions are for doing something when time is not an
> issue. For example, if you stole a locked toolbox and moved
> it to your house, you could spend all the time in the world
> to pick the lock. I usually say that if the character is
> willing to spend 5-10 times the normal amount of time
> required for a check, then can forgo rolling and instead
> take a +6 for their Bonus Number.
>
> Another example is busting down a door - where they might
> not succeed immediately, over time they could wear it down
> and weaken it, until they bust it down.
>
> How does this sound? Is 6 too high for such an action?
> Should it be +3 or +5?
I'd be inclined to have it no more than +3. Although +6 might theoretically achievable 1 time in 20, equally a 1 is achievable 5% of the time and may frequently cause disaster.
I might even be inclined to say prateds can only take-1, because the benefit of avoiding disconnection is quite a strong one.
Phil
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