The player's don't know exactly how many rolls either way are needed to succeed or fail, but they know they need noticeably more wins than loses. On my end, for wins/loses I use 3/2 for small quick challenges, and 6/4, 9/6, and 12/8 for larger, more dangerous, or more plot-important scenes.
Also, they can only make a roll when the action they describe makes sense, and they don't get to choose the skill directly, (even though that's kinda how I wrote it up there, that's wrong, sorry) they describe the action and I assign a skill that makes sense both to them and to me. They usually can't repeat the same action over and over because it goes without saying that something like that just doesn't make sense.
xechnao said:
Well, I think this does not make any sense to me yet. It is not coherent with the need to have different skills. You can just make a rolling challenge then for everything. Since, if it is won it still comes to the same conclusion regardless.
Yes. You have a solid point. It seems weird and unrealistic. I just take it as a guide. For me, it's basically the system telling me, 'It's ok dude, they have 6 wins and two losses? They've won enough. Don't worry about it... you can give it to them now. Enough time on this thing; time to move on to something else.' Otherwise, how do I know when to stop the rolling? Are they going to need a roll to catch the corpse? a roll to carry the corpse around? a roll to find a place to bury the corpse? A roll to bury the corpse? A roll to keep talking with the dryad, etc, etc, etc,? When does it stop? This way I know 'ok, right about
now would be a good time to wrap it up'. That's the value for me.
Anyway I understand how even with all this there will be people who go, 'so what.' That's cool, but there's really nothing more to it, that's all there is. Just a guideline. Whether it's valuable is up to each DM on an individual basis, IMHO.