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Skills- JOAT and Time

Hmm, 3 shots in a typical shooting round/phase? That would be a bit rough.

Not 3 shoots, but rolling 3 times (2 rerolls if failed a task) each shoot (unless they already hit).
 
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Not 3 shoots, but rolling 3 times (2 rerolls if faied a task) each shoot (unless they already hit).

Well, that might make more sense, modelling the experience of last second adjustments and having the patience and knowledge of waiting until the 'right' shot is ready to squeeze the trigger.

I was commenting on your point of the pure time variable I was proposing in the context of the skill/time rule.

Your example is probably better for driving too.

Would create a LOT of die rolling, but give those Skill-3 and Skill-4 people some real power and differentiation from the trainees and regulars beyond just another 9+% probability increase.

Okay, how about this- if you have Skill-2+ you can either take the hasty route, rolling by order of skill level and effectively get initiative for split second actions but that's your roll, or you can take the full time to 'do it right' and take the full set of multiple rolls.
 
Well, in this MT use, I don't think it should affect the task time, and, adding not to the nodifiers, it wouldn't modify the hasty effects...

To limit it, I (purely house rule) required the referee's approval for any reroll for JOAT. As a rule of thumb:
  • In most cases involving mechanics or engineering, mostly to fix things, it was allowed
  • as stated, for most instant tasks it was not allowed
  • also as stated, it was never allowed for combat rolls
  • it was almost never allowed for interpersonal tasks
  • It was very rarely accepted for fateful tasks
  • any such rerolling made the task hazardous (exception: if it was safe, then it just was not safe anymore)
 
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