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Old 07-14-2014, 04:09 PM
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pmulcahy11b pmulcahy11b is offline
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Quote:
Originally Posted by comped View Post
Personally, I:
[*]I also LOVE to use what I call the extended skill test. A lot of people call it that, but you know what I mean. Basically, taking the bartering example from above, if the PC gets a really good score the first roll, the negotiation starts off good. Keep that going for 1-2 roles (they generally last about 3-5 roles), and he may throw in a little something extra. But if the PC fails, the negotiation stops, or just rolls down hill a bit, depending on how bad it is. I may just try and extort them a little further.[*]Oh, and I generally do about 1.5 times normal damage for any damage to PCs. Just to make it that bit more deadly.[/LIST]Thoughts?
That sort of like the original Star Wars RPG -- you can try one action at normal chances, but if you want to a second, you have to roll extra die. If you try a third, you have to roll two extra dies, Four actions, three extra dies. You can continue along this line, which almost inevitably leads to Catastrophic failure -- but theoretically you can do anything you want in a round.

I use D10s in damage rolls instead of d6s.
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