That's what a lock is in the real world. In the game it's an obstacle that needs a specific roll to bypass so as to move on to whatever tasks are possible having bypassed it.
Only kinda, sorta. And the defination is still very relevant when deciding whether the rules are well written with regards to it.
In the players' minds eyes, it may well be a finely polished construction of Myrrish steel, crafted to hold fast this sturdy, iron-bound wooden door that blocks the portal to the Archon's study... but in the mechanics it's an obstacle that requires 2 successes to overcome..
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.
If you insist on seeing game mechanics as some sort of purple prose, rather than a resolution process that (hopefully) produces results that do not compromise the imagined fiction being explored, you will, as far as I'm concerned, never achieve a system that I think of as adequate for a good roleplaying experience..
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.
Well, I certainly didn't mean that the chance of success was too high!! Call out a professional locksmith sometime. An average professional, with tools and with no outstanding talent, can defeat an average, hardware store lock near 100% of the time, in my experience. And that's legally, without damaging the lock.
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.
Yeah - that was another thing. With a penalty, such that only 10's succeed, the professional actually has a higher chance of a critical failure than the klutz with no training. What's up with that?
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.
And a professional with no tools has nearly no chance? Even with a 1 success lock? Rubbish. The only 'tool' you need for the really bad locks is a credit card.
-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.
I think it's easy to adjudicate because you really have no clear idea what effects your adjudications are having.
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
Well, it doesn't seem that way to me. I spent several months running the system and all I learned was that it's obscurantic and convoluted if you want to actually understand what it really is doing. And you don't seem to understand the system, either, judging by your responses above.
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.
Oh, and the reason WoD sold so well? It was a great world background. Mage, especially - it literally blew me away. The concepts and game-world structures were a marvel to behold, really. It's such a tragedy that the system sucked rocks the size of Svalbard.
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.
