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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="timASW" data-source="post: 6014997" data-attributes="member: 6698787"><p>Only kinda, sorta. And the defination is still very relevant when deciding whether the rules are well written with regards to it. </p><p></p><p></p><p></p><p>Actually its NWoD. In the players eyes..... Its a lock from home depot. Real world with monsters remember? At least if your in the default setting.</p><p></p><p>But anyway in the mechanics... its a basic lock that takes a skilled locksmith about 10 seconds to bypass with the right tools on average and possibly a lot longer or being nigh impossible for unskilled people or those without the right tools. </p><p></p><p></p><p></p><p>The mechanics and prose work together perfectly. Over the last few posts I answered all your points and showed how they absolutely make sense mechanically and keep verisimilitude. </p><p></p><p>Its not as precise as a D20 mechanic because your moving in 10% increments rather then 5% increments. And D20 isnt as precise as percentile systems because it moves in 5% increments rather then 1% increments. </p><p></p><p>However at a certain point you have to ask whether the rules are helping to create speedy play that feels right most of the time or are getting in the way and bogging things down with little benefit. </p><p></p><p></p><p></p><p>And that is exactly what the rules say he can do. They dont say he will do it within 3 seconds of sticking his tools in the door everytime. But then in real life he probably wont do it in 3 seconds either. So i find that perfectly fine. Its an "extended task" that means you roll more then once with each roll representing a certain time increment. </p><p></p><p>It works the same as building a car in the game. You need to get a certain number of successes. That roll would be every day most likely. But in either case you roll until you build up the required successes, or run out of time (security notices you, the big race is over, whatever) or money. You might run out of car parts or the cash to buy the right ones after all. </p><p></p><p></p><p></p><p></p><p></p><p>Its called a chance roll. Penalties have to reduce you to a negative dice pool in order for critical failure to be a possibility. So for even a dead average professional he would have to have a -4 to his dice pool to be in that territory. Which is a very, very serious penalty in NWoD. </p><p></p><p>And you only roll 1 dice. You dont roll your whole dice pool when your at negative. So the pro and klutz have the exact same chance of a critical failure, 10% and the pro is much, much less likely to every find himself in critical failure territory. </p><p></p><p></p><p></p><p>-2 for no tools (standard) the pro still has a 2 dice pool. Which means no critical failure chance and he will definately succeed within a few seconds (3 second rounds). Your "problem" with the system is once more simply one of not knowing the rules. You have to read through the book once and play a few times to really get the hang of it. </p><p></p><p></p><p></p><p>Its easy to adjudicate because its easy to adjudicate. </p><p></p><p>Ability+skill+equipment=dice pool. </p><p> </p><p>modified by</p><p></p><p>Kinda challenging condition? -1</p><p>challenging? -2</p><p>Really hard? -3</p><p>Absurdly hard as hell? -4</p><p></p><p></p><p></p><p>Try it again. This time, dont try to make it D&D. Make it NWoD. Dont try to twist it what your used to and how your used to doing things. Follow the advice in the book, run it as its own game and you'll see that not only do I completely understand it but its very simple. </p><p></p><p></p><p></p><p>Thats actually funny. I think the core setting sucks. Most of the people I have played with either dont play it the way they write it or make it totally camp. </p><p></p><p>There were a few decent books. The werewolf setting was okay, the vampires of ancient rome was cool. Hunter was awesome. But I found the rest too full of themselves and kind of silly. </p><p></p><p>Different strokes for different folks i guess. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="timASW, post: 6014997, member: 6698787"] Only kinda, sorta. And the defination is still very relevant when deciding whether the rules are well written with regards to it. Actually its NWoD. In the players eyes..... Its a lock from home depot. Real world with monsters remember? At least if your in the default setting. But anyway in the mechanics... its a basic lock that takes a skilled locksmith about 10 seconds to bypass with the right tools on average and possibly a lot longer or being nigh impossible for unskilled people or those without the right tools. The mechanics and prose work together perfectly. Over the last few posts I answered all your points and showed how they absolutely make sense mechanically and keep verisimilitude. Its not as precise as a D20 mechanic because your moving in 10% increments rather then 5% increments. And D20 isnt as precise as percentile systems because it moves in 5% increments rather then 1% increments. However at a certain point you have to ask whether the rules are helping to create speedy play that feels right most of the time or are getting in the way and bogging things down with little benefit. And that is exactly what the rules say he can do. They dont say he will do it within 3 seconds of sticking his tools in the door everytime. But then in real life he probably wont do it in 3 seconds either. So i find that perfectly fine. Its an "extended task" that means you roll more then once with each roll representing a certain time increment. It works the same as building a car in the game. You need to get a certain number of successes. That roll would be every day most likely. But in either case you roll until you build up the required successes, or run out of time (security notices you, the big race is over, whatever) or money. You might run out of car parts or the cash to buy the right ones after all. Its called a chance roll. Penalties have to reduce you to a negative dice pool in order for critical failure to be a possibility. So for even a dead average professional he would have to have a -4 to his dice pool to be in that territory. Which is a very, very serious penalty in NWoD. And you only roll 1 dice. You dont roll your whole dice pool when your at negative. So the pro and klutz have the exact same chance of a critical failure, 10% and the pro is much, much less likely to every find himself in critical failure territory. -2 for no tools (standard) the pro still has a 2 dice pool. Which means no critical failure chance and he will definately succeed within a few seconds (3 second rounds). Your "problem" with the system is once more simply one of not knowing the rules. You have to read through the book once and play a few times to really get the hang of it. Its easy to adjudicate because its easy to adjudicate. Ability+skill+equipment=dice pool. modified by Kinda challenging condition? -1 challenging? -2 Really hard? -3 Absurdly hard as hell? -4 Try it again. This time, dont try to make it D&D. Make it NWoD. Dont try to twist it what your used to and how your used to doing things. Follow the advice in the book, run it as its own game and you'll see that not only do I completely understand it but its very simple. Thats actually funny. I think the core setting sucks. Most of the people I have played with either dont play it the way they write it or make it totally camp. There were a few decent books. The werewolf setting was okay, the vampires of ancient rome was cool. Hunter was awesome. But I found the rest too full of themselves and kind of silly. Different strokes for different folks i guess. ;) [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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