Infinite check attempts

By The Mick, in Game Masters

I'm pretty much whatever the circumstances would allow. How many of us misplace car keys, tear the house apart for them, call to the wife/roommate/whatever "Honey! Where are my **** keys!" and she comes over and picks the up straight away? Multiple rolls when you have plenty of time.

On the other hand, you're late for work and cant find your keys. You get one pass to tear the house apart and then you give up and catch the bus. One roll and you're out of luck if you miss it.

In this case, if it's necessary for the plot to continue, then the roll isn't to find the keys (the players will find the keys); the roll determines how long it takes. Failure just means it takes the maximum amount of time.

Now if time was that big of a factor, I don't have a problem with everyone rolling separately to see to finds the keys in the quickest amount of time, but it's not that important then just make it an assisted check.

Very true, and you can also use "Yes, but..." rules as well. Yes you climb the fence, but you are spotted by the Imperial troops.

How about life-and-death rolls? Sometimes I worry that my PCs get reckless because I'm too reluctant to kill them off. How often do you give players a do-over when it's a life-or-death roll?

A related question: if your player takes lethal damage in a firefight, or the players' ship has apprently been blown up, what do you usually do?

How about life-and-death rolls? Sometimes I worry that my PCs get reckless because I'm too reluctant to kill them off. How often do you give players a do-over when it's a life-or-death roll?

A related question: if your player takes lethal damage in a firefight, or the players' ship has apprently been blown up, what do you usually do?

I don't do the do over. The game is generally fairly low lethality (even in starship combat you're most likely to be left drifting), but if it happens, then the next stop is character creation.

Destiny. Take one per player, or all of it, and they make it to a eject pod in the nick of time.

You're the GM, it's only lethal if you say so. If you wipe the party, have them wake up tied to something heavy. They look up at somebody and that person says, "the Boss wanted you alive." If you can't think of anything past that, boom, cliffhanger. Let the players wonder for a week or two while you plan a new session and tell them they got that much time to think about how they're going to get out the situation.

One way I control players making multiple checks on the same thing is using threat and advantage. I really like doing it this way because it takes the problem of me saying no away. The players dice are making the decision.

For example, negotiating. The player rolls for negotiation on the price for something. They make their offer and roll. They fail the check but also roll 4 advantage. I would rule this as they didn't get the price lowered but the shopkeep was impressed that they'd actually try to negotiate that price. In that case I would allow another roll. Of course if they failed and rolled threat that would be the end of it. He wouldn't negotiate with anyone associated with the group.

If they were examining a footprint to try and determine species I would have the threat generated cause them to damage the print to a point they could no longer examine it.

If they were searching a room for something and failed the check but had advantage I might tell them they found nothing but your character has a gut feeling they missed something and allow another roll.

I also don't always make it an exact reroll. Depending on the situation the difficulty of the check might be increased or upgraded. Setback dice may also be added.

Overall doing it this way places the reasons why they can or can't keep doing checks on the players themselves. On my checks it also gives some good narrative fuel for me as the GM.

Edited by Bronski

Two suggestiosn here.

Considereing that you let them roll again, add some Setbacks for each intent (maybe up to 5) or Upgrade/Add difficulty.

To prevent from future intents, if they roll too much Failures/Disavantages/Desesperations then let something scenic occur that stop or prevent players to continue performing that skill.

PS (And off-topc, sorry): Any idea about how to deal with Perform or Handle Animal (custom skills), or better talk about this in another post?

To prevent from future intents, if they roll too much Failures/Disavantages/Desesperations then let something scenic occur that stop or prevent players to continue performing that skill.

PS (And off-topc, sorry): Any idea about how to deal with Perform or Handle Animal (custom skills), or better talk about this in another post?

In the book, it was suggested to use Survival as your handle animal skill. Survival doesn't get a lot of use in my games, but it might in yours. If it doesn't I would suggest allowing players to use survival instead.

Thanks kaosoe! Any suggestion about Perform mechanics?

Thanks kaosoe! Any suggestion about Perform mechanics?

Hmm.. If you wanted to use a pre-existing skill. It almost depends on the type of performance. For singing naturally, charm would be a go to skill. Or for dancing coordination make sense. To be honest, I can't say much about performance that hasn't already been said by Fiddleback in his Skill Monkey segment on performance.

If you haven't checked it out already, here it is: http://www.madadventurers.com/skill-monkey-sings/

How about life-and-death rolls? Sometimes I worry that my PCs get reckless because I'm too reluctant to kill them off. How often do you give players a do-over when it's a life-or-death roll?

A related question: if your player takes lethal damage in a firefight, or the players' ship has apprently been blown up, what do you usually do?

I don't know how clear it is in the book, but I believe the intent of this game is for the players (or ships) to not die when they reach their max would threshold, just incapacitated. So, when a player exceeds max wounds, he's simply knocked out. And if the ship exceeds max wounds, it's shut down, powered off, disabled, whatever.

In order to die, you have the reach 240+ or whatever number it is on the crit chart....which is quite possible if you keep getting attacked while you are incapacitated.

141 is the first place on the chart that will directly lead to character death. Without any critical injuries you would need to be shot by a disruptor rifle to get you to that point in one hit (plus a high roll on the crit chart).

In this system death most likely won't occur unless the players are very foolish or careless.