Supplement Four
SOC-14 5K
Originally posted by Paul Snow:
I'm not sure that I generally agree with this in terms of realism. It seems to be granting a special advantage to the initiator of a situation. However, it is probably good for keeping an RPG flowing along.
I'd leave it up to the GM to decide. The mechanic works both ways (50/50 split, or weighted).
I think that the 2D for 8+ with exact 7 as a tie should probably be used as a default. That's a 50/50 split with possibility of a tie.
If someone doesn't want to have a tie, then the 7 result could just mean "re-roll" (on the rare occurence when it pops up).
Or, a GM could get "creative" with the "7" result...his imagination is the limit.
GM: "You stand, empty handed, looking across the room at your enemy. His eyes dart to the table between you. There, on a folded hand computer, sits an AutoPistol. Your enemy jumps for it. So do you! Let's see who grabs the weapon first!"
GM: "I'll run this as an Opposed Roll. You roll 2D for 8+ to win the toss and grab the weapon. We'll use half the difference of the two characters' DEX scores as modifiers to the roll."
GM: "Now, if a 7 results on the roll, that means you both grab the weapon at the same time and are now wrestling over it."
Or, the GM could get creative and say...
GM: "Now, if a 7 results on the roll, that means, as the two of you jump for the weapon, it is knocked off the table, skidding under the bed. No longer a factor, we'll have to go into regular Brawling combat rounds from here..."
Or, something like that. You get the idea.
If a GM wants to skew the results, though, it's easy for him to do so. I'd use the 50/50 roll as a default, and then skew the results as circumstances present themsevles.
GM: "You're trying to open the hatch. All you have to do is hit the green button. On the other side of the door, your enemy is trying to code the locked. This is an Opposed Roll. But, since it takes you less time to hit a single button in your race against your enemy coding the door locked, I'll skew the Opposed roll in your favor."
That's the type of thing I'm thinking when using this rule.
NOTE: I find it very RARE that an opposed roll is used in a game. I can't remember the last time I needed to use one. Typically, I'm either throwing standard CT GM-created checks, or I'm throwing UGM tasks.
Rarely, rarely, in my campaign at least, is an opposed roll necessary.
I just wrote this rule for the rare occasions when an opposed roll is appropriate.
Well, it's the GM's call. Always use the 50/50 (2D for 8+ with exactly 7 as a tie) rule if you feel that strongly against skewing Opposed Rolls.However, I think it practice that some players would feel hard done by if they blew themselves up because they were rolling blind against a much more skilled adversary (e.g your demolitions example).
A GM is master of his domain. He knows what's right to use in his game universe and what won't fly.
Hey, I was just trying to be lite and humorous. I hope I didn't offend.Keep up the good work! (Sorry: that sounds patronising - but my buttercupness couldn't restrain it)
-S4