RE: house rule question of augmentation

From: Graham, Andrew <agraham_at_...>
Date: Wed, 28 Jun 2000 08:36:02 +0100


> >It has one obvious flaw, you can't go for broke and attempt a
> >super-augment relying on a HP-bump. For instance, with an Ability of
> >17, you COULD try for a +6 bonus. That's 17 vs. 10W resist... Chances
> >are, you'll succeed, resistance will crit or succeed. A bump will
> >probably still get the bonus. But with our rule, you can't
> roll 17-30!

It is just the simple ability roll version you can still try with a simple contest or even an extended contest if time is no object. The ability roll version dose put an effective cap on the augmentation level you can go for.

>
> Actually, thinking about it (don't know why I never realised it
> before), it's worse than that... If you have an Ability 17, and
> attempt a +3 Bonus, that's 17 vs. 15. Normally, assuming both succeed,
> as is likely, you have a 50-50 chance of rolling low and getting the
> bonus, above a 30% chance of a success. With Andy's method (I'm
> disowning it :), you have a 5% crit, 5% success, 5% fumble, and the
> rest is nothing...

You roll, you fail then decide if it is worth a hero point. Or use a simple contest in the first place.

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