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<blockquote data-quote="pemerton" data-source="post: 8416509" data-attributes="member: 42582"><p>I'm not [USER=6972053]@Numidius[/USER], but I do have my own thoughts on this.</p><p></p><p>I think you can guess how I'd handle this in 4e (DC-by-level chart; Thievery skill; etc) - if part of a skill challenge, then success or failure also trigger obligations on the GM to reframe/advance the situation as appropriate to both (i) reflect the outcome and (ii) keep the challenge alive (assuming it wasn't the final check). Burning Wheel is rather similar except that it uses an "objective" DC chart. Neither of these tell us much about FKR, though.</p><p></p><p>In Cthulhu Dark, the rule is to build a pool: 1 die of it's humanly possible (which picking a lock is), 1 die if it's within your sphere of occupational expertise (in my experience this is sometimes obvious and sometimes needs a bit of table discussion to settle it) and 1 die if you risk your sanity. The higher the roll, the better the outcome. If there is a chance of failure (which at our table is normally the GM's decision unless another PC is opposing) you fail if you don't beat the single die rolled to establish the opposition. What the precise outcomes are is established by the GM's narration following from the fiction and having regard to how high roll was and whether it was success or failure. I gather this is supposed to be somewhat closer to FKR. A bit like AW, the player's sense of odds and stakes is informed by their knowledge of the fiction and the resolution framework rather than any real-world understanding of how to pick locks.</p><p></p><p>In Classic Traveller, the action resolution framework is a bit more ad hoc and requires the table to bring in a few assumptions and make a few inferences. There are places where the rules call for Electronics and Mechanical checks, and PCs have expertise in these skills, and the equipment list includes toolkits and lockpicks, so we can infer that technical endeavours sometimes require checks. This is reinforced by some general discussion of how the referee might set checks and apply mods for availability (or not) of tools, for the PC's stats, etc. I tend to default to 10+ if it sounds tricky, and somewhere between 6+ and 8+ if it sounds easy to a bit hard, with mods for expertise (+1 per level) and the odd stat mod (say, +1 if a relevant stat is 9+). The players can't easily work out the odds until the throw has been called for; but then in Classic Traveller there is no investment in PC building and no player currency to spend on checks, so the moderate ignorance doesn't really disempower anyone. I think this is supposed to be close to FKR.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8416509, member: 42582"] I'm not [USER=6972053]@Numidius[/USER], but I do have my own thoughts on this. I think you can guess how I'd handle this in 4e (DC-by-level chart; Thievery skill; etc) - if part of a skill challenge, then success or failure also trigger obligations on the GM to reframe/advance the situation as appropriate to both (i) reflect the outcome and (ii) keep the challenge alive (assuming it wasn't the final check). Burning Wheel is rather similar except that it uses an "objective" DC chart. Neither of these tell us much about FKR, though. In Cthulhu Dark, the rule is to build a pool: 1 die of it's humanly possible (which picking a lock is), 1 die if it's within your sphere of occupational expertise (in my experience this is sometimes obvious and sometimes needs a bit of table discussion to settle it) and 1 die if you risk your sanity. The higher the roll, the better the outcome. If there is a chance of failure (which at our table is normally the GM's decision unless another PC is opposing) you fail if you don't beat the single die rolled to establish the opposition. What the precise outcomes are is established by the GM's narration following from the fiction and having regard to how high roll was and whether it was success or failure. I gather this is supposed to be somewhat closer to FKR. A bit like AW, the player's sense of odds and stakes is informed by their knowledge of the fiction and the resolution framework rather than any real-world understanding of how to pick locks. In Classic Traveller, the action resolution framework is a bit more ad hoc and requires the table to bring in a few assumptions and make a few inferences. There are places where the rules call for Electronics and Mechanical checks, and PCs have expertise in these skills, and the equipment list includes toolkits and lockpicks, so we can infer that technical endeavours sometimes require checks. This is reinforced by some general discussion of how the referee might set checks and apply mods for availability (or not) of tools, for the PC's stats, etc. I tend to default to 10+ if it sounds tricky, and somewhere between 6+ and 8+ if it sounds easy to a bit hard, with mods for expertise (+1 per level) and the odd stat mod (say, +1 if a relevant stat is 9+). The players can't easily work out the odds until the throw has been called for; but then in Classic Traveller there is no investment in PC building and no player currency to spend on checks, so the moderate ignorance doesn't really disempower anyone. I think this is supposed to be close to FKR. [/QUOTE]
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