Yea that's another thing about this system, advantage/threat makes your success/failure worse. So what do you do with more failure? I know one of the things you can do with more success is reduce time taken on things or more damage, but what do you do with more failure?
is a wash a success?
The opposite, increase time...
9 hours ago, Lukey84 said:I guess I never thought of that. I always made it worse and then threats were even more worse, or better. Thanks!
Aye, I mean there are some checks that are exceptional (racing checks might have a person with more success be ahead,) and combat checks benifit from more success. What I meant is that while advantage and threat introduce extra elements, success and fail are very direct in application. I might have been a little wrong with my first statement.
What's strange is that every skill has a baked-in way to use extra successes (some of them make oddly specific assumptions or just wholly suck in most contexts, but they're there in the skills section). In fact, each skill gives you a general guide for how every symbol might affect it... except for failures. Who knows? Kinda odd.
Also keep in mind what dice generate what results.
If you get all your Successes from the yellow dice and not from the green, then what served you well was your training and experience.
If you get all your Failures from the black setback dice, then what hurt you was the environmental conditions, and if it hadn’t been so windy or slippery or whatever, you might have succeeded.
Keeping in mind what dice generate what results will help you better understand how to narrate the outcome.
IIRC, this was a theme of one of the “Skillmonkey” episodes.
6 hours ago, bradknowles said:Also keep in mind what dice generate what results.
If you get all your Successes from the yellow dice and not from the green, then what served you well was your training and experience.
If you get all your Failures from the black setback dice, then what hurt you was the environmental conditions, and if it hadn’t been so windy or slippery or whatever, you might have succeeded.
Keeping in mind what dice generate what results will help you better understand how to narrate the outcome.
IIRC, this was a theme of one of the “Skillmonkey” episodes.
It is a wonderful narrative tool to look at dice sources, and I need to get better about adding these to my results, both as a player and a GM - especially since, as I general play in the PbP format, I have room to really expand on them. +1
9 hours ago, Kestin said:What's strange is that every skill has a baked-in way to use extra successes (some of them make oddly specific assumptions or just wholly suck in most contexts, but they're there in the skills section). In fact, each skill gives you a general guide for how every symbol might affect it... except for failures. Who knows? Kinda odd.
Because of RAW (p. 21, AoR CRB): "[...] multiple net Failure symbols do not influence the magnitude of the failure."
2 minutes ago, Grimmerling said:Because of RAW (p. 21, AoR CRB): "[...] multiple net Failure symbols do not influence the magnitude of the failure."
Makes sense - and good quote -, it just amuses me that every other symbol is meaningful (even Failure's opposite, Success), but we pay no regard to Failure. To be fair, I don't usually pay any regard to extra Successes except in special circumstances.
On 28/01/2017 at 5:57 AM, bradknowles said:Also keep in mind what dice generate what results.
If you get all your Successes from the yellow dice and not from the green, then what served you well was your training and experience.
If you get all your Failures from the black setback dice, then what hurt you was the environmental conditions, and if it hadn’t been so windy or slippery or whatever, you might have succeeded.
Keeping in mind what dice generate what results will help you better understand how to narrate the outcome.
IIRC, this was a theme of one of the “Skillmonkey” episodes.
Also a boosted Yellow dice from a Light Side point is the Force guiding the character's actions... yeah??
On 28/01/2017 at 3:01 PM, Grimmerling said:Because of RAW (p. 21, AoR CRB): "[...] multiple net Failure symbols do not influence the magnitude of the failure."
Think of it this way. If you shoot someone and get one success, your shot landed just close enough to harm the target. The more successes, the more significant your hit. On the other hand, a miss is a miss is a miss, no matter how many net failures you rolled.
I've actually started to house rule that rolling a wash (success and failure zero each other out) also means that advantage and disadvantage can't be used. You didn't succeed, but you didn't fail...so theres no real up-or downside to your action. Now, being as the game is cinematic, that doesn't mean you can't be descriptive with it. Maybe in a 'saber duel, a wash results in a 'saber lock'....a thrown grenade bounces wrong and detonates away from the target and the thrower, but both sides flinch behind cover....be creative.
6 hours ago, LugWrench said:Maybe in a 'saber duel, a wash results in a 'saber lock'....a thrown grenade bounces wrong and detonates away from the target and the thrower, but both sides flinch behind cover....be creative.
You mean, just as if you'd have rolled some threat or advantage with the wash?
On 1/25/2017 at 11:15 PM, MamoruK said:so basically no weapon will ever do base damage.
Base damage does come into effect with the Improved Parry & Improved Reflect talents. It also comes into effect with the Burn weapon quality.