Difference between revisions of "Skill time"

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(remove taking 5, rename take 10)
 
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Some skill checks are instantaneous.  That is, used during combat, they cost no [[Action Points]] (The Combat chapter gives a brief overview of how to use AP in combat). The skills that take no time to perform include [[Discern]] (sometimes), [[Focus]], [[Lore]], [[Perception]], and [[Vitality]].  Some skills are used as part of another action in combat. Some skills have AP costs inherently. A few can take days or weeks.
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Some skill checks are instantaneous.  That is, used during combat, they cost no [[Action Points]] (see ''Chapter 10: Combat''). Some skills are used as part of another action in combat. Some skills have AP costs inherently. A few can take days or weeks. Each skill entry may detail the amount of time, if any, the skill takes to use.
  
===Take 5===
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===Take Your Time===
On skill checks that carry no penalties for failure (see the Retries portion of the skill description) and your character is in no immediate danger, you can choose to take 5 instead of rolling. This is useful if a low roll might result in not meeting the DL, whilst a high score might not benefit anything, but something in the middle would probably work.
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Slow and steady wins the race. On skill checks that carry no penalties for failure and your character is in no immediate danger, you can choose to "take your time" and use "10" as if you had rolled it (this does not count as a [[Critical Success]]). Taking your time takes a while! In game terms, your character keeps trying until the check is done perfectly. Usually, this means multiplying the time required for a single attempt by 10 or more.
  
===Take the Best===
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For example, Bryan's character Phineas needs to hide in a warehouse so he can eavesdrop on a conversation that will take place in an hour. His bonus to this check including his attribute and skill ranks is +9. He decides to ''take his time'' for a result of 19, and the GM describes that Phineas takes almost 20 minutes finding and constructing the perfect hiding place, from which he observes the conversation without detection.
On skill checks that carry no penalties for failure and your character is in no immediate danger, you can choose to take 10 as if you had rolled it. (This does not count as a [[Critical Success|critical]]). As opposed to "Taking 5", taking the best requires far more time.  In game terms, your character keeps trying until the check is done perfectly.  Usually, this means taking the time it might normally take for one attempt and multiplying by 10 or more.
 

Latest revision as of 22:13, 10 January 2021

Some skill checks are instantaneous. That is, used during combat, they cost no Action Points (see Chapter 10: Combat). Some skills are used as part of another action in combat. Some skills have AP costs inherently. A few can take days or weeks. Each skill entry may detail the amount of time, if any, the skill takes to use.

Take Your Time

Slow and steady wins the race. On skill checks that carry no penalties for failure and your character is in no immediate danger, you can choose to "take your time" and use "10" as if you had rolled it (this does not count as a Critical Success). Taking your time takes a while! In game terms, your character keeps trying until the check is done perfectly. Usually, this means multiplying the time required for a single attempt by 10 or more.

For example, Bryan's character Phineas needs to hide in a warehouse so he can eavesdrop on a conversation that will take place in an hour. His bonus to this check including his attribute and skill ranks is +9. He decides to take his time for a result of 19, and the GM describes that Phineas takes almost 20 minutes finding and constructing the perfect hiding place, from which he observes the conversation without detection.