Originally posted by Supplement Four:
I mix it up, too, depending on the situation. Sometimes I'll use varying number of dice, as Sig mentions above. Sometimes, I'll put a modifier on the roll. Sometimes, I'll specify "that you have to roll at least 5 points lower than your stat" or some such stipulation.
Here's a real example from my upcoming game next week.
The situation: A character will be awaking from a long-term cold berth. When he gets out, he sees there's a tube--probably a feeding tube--surgically implanted in his stomach, connected to the crib.
There's a lot more to this situation, but in order to not bore you with the details, let's just say the character will want to get up and out of the cold crib as fast as possible.
So, he'll need to disconnect from the crib somehow. He can just pull the tube out of his gut, ripping whatever, and be bleeding. He can cut the tube and have it sticking out of his gut, to deal with it later.
Since the character won't have any tools available, and he's awaking in this cold cribe completely naked (and completely hairless--but that's more of the details that are not pertinent to this example), he'll have to make do with just his hands.
As GM, I had to pre-figure this roll. I know it will be a problem for the PC when he wakes up.
I decided to go with an attribute check instead of a UGM task roll in this situation because, although medical skill may help, this is really more of a situation (disconnecting the tube without damaging himself) where natural ability is at play.
I've decided to make this a STR check. I'm thinking the character will probably try to grip the tube and rip it from it's socket in the crib--dealing with the surgical implantation sticking out of his gut at a later time.
If the character has Medical skill, I'll allow that as an increase to STR (STR + Medical), making the target higher (and therefore easier to roll less than).
But, here's the kicker stipulation: If the check fails (roll is higher than modified STR), damage to the character is equal to the difference.
So, with a STR-7 Medical-1 character, the check is 2D for 8 or less. If the throw is 11, for example, the character tugs on the tube, it doesn't dislodge from the crip, AND the character damages himself internally to the tune of 3 points of damage.
As I was writing my post above, I thought of this roll I had just created for my game, and I thought it a good example of how I'll throw in some stipulations based on the situation I'm governing.