Again, you miss my point.
Why would the ref roll dice when a player is trying to use his character to diffuse a bomb or open a locked cell door?
Because, if you actually read the post, the player gave up agency when they decided to do something that prevents them from using their Skill. You need to see the bomb's innards in order to use your Bomb Defusing Skill, which ever that may be, if you can not see the innards to evaluate which part is most likely the correct one to remove to render the device safe then you are
not using your Skill, you are doing random things and the Referee handles non-player randomness. Also, did you miss the Uncertain part in rolling some tasks? Defusing bombs with blindfolds on is about as Uncertain as it gets.
You are attacking the examples that are meant to show how ludicrous the rule can be, and you're ignoring the problem with the rule.
Quite simply because they are ludicrous, they remove the player's agency and replaces it with randomness.
You want an example that could easily happen in a game? OK, here...
Hells, yes!
You've got two player characters. Both have stats 777777. Both characters have been captured by bad guys.
Good so far...
When they were captured in the game, one of the characters attempted immediate escape, so the guards put some magna-cuffs on him. We'll call him Ziip.
Still good. In fact those guards get a bonus for quick action without recourse to lethal means. Bravo, way to go, Zebra Squad! Okay, moving on...
The other character, Aloe, has his hands free.
Stipulated.
Both characters are put into storage rooms with heavy doors that the bad guys are using as prisoner cells. The doors have simple keypad that opens and locks them. Once the guards are gone, both characters study the electronic locks.
Not sure what kind of locked storage you are familiar with but most of the ones I have come across do not have locks on the interior, just on the exterior next to the door. See, this is where we start having problems, we have some different standards on such simple things as what constitutes a locked heavy storage room. But still, silly as I think the lock placement is I will let that slide for now.
The Ref tells them that, since the room is meant as a storage facility and not a prison, getting the cover and keypad to come apart from the door will be an effort. But, after some time and some raw finger tips (and maybe some torn fingernails), the lock's circuitry is exposed.
So, where are they getting the tools? Screws are notoriously difficult to remove with merely fingers. And the guards after looking so good after putting Ziip in manga-cuffs, fail at searching the prisoners and confiscating their leathermans. Bad guards, demerits all around. :devil: Since the guards failed at Guard 101, Aloe can indeed remove the cover of the e-lock.
Both characters have Electronics-1.
Works for me.
The Ref decides that, for Aloe, who has his hands free and can face the lock, that the character can hotwire the door with a successful Formidable Electronics roll.
The TiH rule kicks in, and this becomes a 5D, Staggering, task.
Aloe can succeed on this task in two ways. He can roll 8- on 5D, which is a less than 1% chance of success. Or, he can roll Spectacular Success by rolling three ones on his 5D. That's a 3.5% chance.
Right, so what is the big deal, a 3.5% better chance to achieve the same result with pure luck and less Skill? Again, that does not bother me and does not seem like it is broken. (
EDIT: Just re-read this and realized that I missed the "less than" before the "1%", so corrected the number. Still feel the same. "Big deal.", said the Rec Lectroid.)
For Ziip, the Ref decides that it is an Impossible task for the character to get off the cover and re-wire the lock to get the door open. The lock is about a foot above Ziip's waist, and Ziip's arms are locked behind his back with the magna-cuffs. He can't see what he's doing. This is why the Ref justifies an 8D Impossible task.
Now see here is where we start having real problems. That first sentence should end at "Impossible" and not continued with any thing after that word since that would imply they could even attempt it. Ziip isn't even getting to work with the e-lock other than randomly pushing buttons with his nose and praying to Lords of Space that he gets out. Or, he could attempt the not so impossible task of escaping the manga-cuffs and then see if he can crack the lock.
The TiH rule kicks in again, and it becomes a 9D Beyond Impossible task.
Ziip can only succeed on this task if he rolls three ones for Spectacular Success. And, he's got a 16% chance to do so!
As I stated above, he has no chance till he escapes the cuffs. Seriously, Supp4 ever been in cuffs? I have. Let me tell you, you are not messing around with e-locks or much of anything till you escape the restraints that were designed to keep you from doing anything remotely like escaping. Not saying it can't be done, just that it is the very first task of any self-escape. Not such a big deal when others are helping you.
Let's say the player playing Ziip doesn't know the odds, and in an effort to better his position on the lock, he slips his legs through his arms so that his cuffed hands are in front of him, now. At least, the player thinks, Ziip can now see what he's doing.
Well, that allows him some leeway, but he is still hampered in using his leatherman and having his hands cuffed together still hampers the task, but finally Ziip can try and mess with the lock.
So, the Ref lowers the task for this. He's generous and makes the task Staggering (5D). The TiH rule kicks in, making this a 6D task for the hand-cuffed character.
Ziip can succeed now in one of two ways. He can roll 8- on 6D, which is a less than 1% chance of probability. Or, he can hope for Spectacular Success, which is a 6% chance of success.
Here's the kicker: Zipp actually cuts his chances by more than HALF by improving his position on the lock so that he can see it!
Again this is leaning towards some soon to be painful meta-gaming and also is ridiculous. Once you can not see an object you no longer get to actively engage with it. Again, as soon as you stop looking and start doing random things without looking again, I, the Referee start rolling the dice. Also, again, that +5% doesn't really bother me at all. It isn't that big a percentage.
Given these three circumstances, logic would tell you that Aloe should have the best chance of success. Followed by Ziip with hands in front. Followed by Ziip with hands in back.
But, the EXACT OPPOSITE IS TRUE!
Ziip, hands in back has an 16% chance of success. (over double the chance of hand in front and four times Aloe)
Ziip, hands in front, has a 6% chance of success. (double Aloe)
Aloe has a 3.5% chance of success.
DOES THAT REALLY SEEM RIGHT TO YOU?
No, it doesn't I still don't understand how Ziip with cuffs behind back is even getting a roll. As to the other, *shrugs* no, not really. But then I really don't care about the math, I care about having some fun and rousing cinematic adventures. I am the soft-science guy among you hard-science guys. I play fast and loose in my games and the numbers are not some damned cast in stone, unbreakable, only way to do it. For example is the This Hard rule, I had totally forgot and still only have a vague recollection of it. Not sure I would even use it, unless there was say someone being extra dickish and needed their pee-pee smacked. Then, I might hunt down all sorts of interesting Mods, DMs and TiH rules, but mostly, I make a wild ass guess based on my own experiences and those of players. It is one of the most difficult parts of sitting down and pre-writing adventures, I am used to winging it.
Let's go one more step....
Sure why not.
A third PC prisoner was taken. He also has stats 777777, but he's got Electronics-3.
The Ref gives this character, Cato, the same task that the gave to Aloe. It's a 4D Formidable task to re-wire the door.
Cato has a 16% chance of success.
THAT'S RIGHT!! CATO, WITH ELECTRONICS-3, THE MOST SKILLED OF ANY OF THE THREE CHARACTERS, HAS THE SAME CHANCE AT RE-WIRING THE DOOR AS ZIIP, WHO CAN'T SEE THE LOCK AND HAS HIS HANDS BEHIND HIS BACK!!!
No, he doesn't, he gets a roll and an easier one since he has Electronics-3 a simple storage room door lock is pretty easy for him. It is more likely a mere 3D roll. And again Ziip the Cuffed does not get a roll versus the e-lock.
Did I really need to go to all that length just to show you how the T5 SS rule is broken?
Again, I don't sweat it since I make a lot up as I go, too don't care if luck favors the bold, in fact I kind of like it since I can now explain that in T5 it actually does make sense to attempt the hopeless and not smartly run away. Which is normally what I do when those bomb defusing moments come. But, I am a self admitted coward.