Hi all
So, in my upcoming session my PCs are going to have to defuse (and not, as I kept accidentally typing, diffuse) a bomb. Well, actually more than one bomb, but that's neither here nor there. Anyway, I'm trying to nail down how I think that "defusion" check would work, so that I don't end up having to make something up on the fly for such an important check.
For context: the bomb is a thermal detonator, and it has been placed inside the chassis of an oblivious droid. The PCs will have to find the droid and either immobilise it or convince it to let them conduct some impromptu surgery before they get to the point when they can defuse the bomb. It should be pretty tense.
This is what I've got so far for possible results of the check:
- Basic success is easy - the bomb is defused.
- Basic failure is harder. My instinct is that this should not have the device explode, and instead allow the PCs to try again. There is a timer on the bomb, and it's gonna be pretty **** tight, so being forced to take the time to re-attempt the check is a definite cost.
- Success with Despair - I have no idea what to do with this one. Success implies "yes, you defused the bomb", but you want that Despair to be worth something. I guess I could do a "breaks your tools" thing, but that seems really, really lame for a check that (hopefully) will be as tense as this one. At the same time, I don't want to deny the players their success. Thoughts?
- Failure with Despair - The worst possible outcome, you might say, so surely this should set the bomb off. No?
- Success with Triumph - Again, I have no idea what to do with this that is actually interesting. I guess "reduce time" is pretty good, especially as (as I mentioned) there is more than one explosive to deal with, but I feel like there should be something cooler here. Any ideas appreciated.
- Failure with Triumph - This one's actually a bit easier: if we assume that basic failure allows a re-try, then we can just apply the upgrading rules on that check (as per RAW); narratively, this is quite easy to explain, as the PC gets to grips with the situation they're in.
NB: Yes, I have listened to the Skillmonkey episode on this subject. Skillmonkey is great, but it generally (and, in this case, specifically) only really deals with Despair and Triumph in the context of Failure and Success, respectively; there is no "Success with Despair" or "Failure with Triumph" suggestion.
Edited by edwardavern