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Mouse Guard, Anyone?
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<blockquote data-quote="kaomera" data-source="post: 5060311" data-attributes="member: 38357"><p>The rules are very specific about when and what checks you can make, and yes I think the GM has to be very firm about it. This is why earning checks from your traits is so crucial - not only do you get a check in the player turn, but also increase the chance of earning a failure (you need a number of both failed and successful checks to raise a skill) <em>and</em> a twist will mean more checks to make...</p><p></p><p></p><p>Well, if your Guardsmice only ever succeed they're not going to advance much, but Obs can get really high, especially in conflicts with animals or nature... In my game, the Guardsmice have often needed to milk their traits a bit to have even a slim chance at success. I agree that for overall usefulness +1 die is hard to beat, but re-rolling all failed dice on a critical test when you're otherwise maxing the number of dice you throw is going to make a huge difference. So I think if you're advancing a trait to level 3 you want to make sure it's one that's really central to the character so that it will apply when you really want to succeed.</p><p></p><p></p><p>This does kind of assume that every Mouse is good in the appropriate skill for Attack. The way conflicts are set up everyone is an active participant, and it's better to throw in a successful Maneuver than a failed Attack. The one nice thing about Defense is that you can actually recoup any losses to your side's disposition, of course it just fails against Feint, but if your opponent only ever throws Attacks it can be very useful.</p></blockquote><p></p>
[QUOTE="kaomera, post: 5060311, member: 38357"] The rules are very specific about when and what checks you can make, and yes I think the GM has to be very firm about it. This is why earning checks from your traits is so crucial - not only do you get a check in the player turn, but also increase the chance of earning a failure (you need a number of both failed and successful checks to raise a skill) [i]and[/i] a twist will mean more checks to make... Well, if your Guardsmice only ever succeed they're not going to advance much, but Obs can get really high, especially in conflicts with animals or nature... In my game, the Guardsmice have often needed to milk their traits a bit to have even a slim chance at success. I agree that for overall usefulness +1 die is hard to beat, but re-rolling all failed dice on a critical test when you're otherwise maxing the number of dice you throw is going to make a huge difference. So I think if you're advancing a trait to level 3 you want to make sure it's one that's really central to the character so that it will apply when you really want to succeed. This does kind of assume that every Mouse is good in the appropriate skill for Attack. The way conflicts are set up everyone is an active participant, and it's better to throw in a successful Maneuver than a failed Attack. The one nice thing about Defense is that you can actually recoup any losses to your side's disposition, of course it just fails against Feint, but if your opponent only ever throws Attacks it can be very useful. [/QUOTE]
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