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Opposed Checks (Ren Deluxe)


tegeus

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Question about the Opposed test rules.  They indicate in Renaissance Deluxe that it both fail neither side has a success.  So this raises the question of what happens if one character is trying to sneak past a guard (Perception vs. Stealth).  Or have I missed something?

 

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No, you're on the right track. If both sides fail then it's considered a total failure.

I'd say that the result is a little up to the game master to decide based on circumstances and environment. Perhaps the guard misperceived the sound of a bird or pigeon rustling nearby and went to investigate, leaving the character with the opportunity to pass by. But, the character made no attempts to quiet their movement, leaving the guard in a confused but alerted state.

You might interpret the resolution in a different manner. There isn't really a clear rules-provided outcome in a fail/fail scenario, but I'd suggest considering the specific circumstances, rather than having one set outcome for every scenario.

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11 hours ago, K Peterson said:

No, you're on the right track. If both sides fail then it's considered a total failure.

I'd say that the result is a little up to the game master to decide based on circumstances and environment. Perhaps the guard misperceived the sound of a bird or pigeon rustling nearby and went to investigate, leaving the character with the opportunity to pass by. But, the character made no attempts to quiet their movement, leaving the guard in a confused but alerted state.

You might interpret the resolution in a different manner. There isn't really a clear rules-provided outcome in a fail/fail scenario, but I'd suggest considering the specific circumstances, rather than having one set outcome for every scenario.

Thanks, I guess it is up to me as a GM depending on what the situation is.  I noticed that in OpenQuest it is:

Whoever rolled the lowest in their skill test wins the opposed test. In the case of ties for both the Player wins.

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On a tie, nobody wins. So, a PC sneaks badly but the guard isn't paying attention, doesn't hear and the PC gets away with it. An NPC sneaks badly and the PC doesn't hear, so the NPC gets away with it.

As for PCs, they get enough breaks anyway and they should pay a Hero Point/Fate Point/Luck Point/Whatever to get a better roll.

 

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On 08/09/2016 at 3:42 AM, tegeus said:

Thanks, I guess it is up to me as a GM depending on what the situation is.  I noticed that in OpenQuest it is:

Whoever rolled the lowest in their skill test wins the opposed test. In the case of ties for both the Player wins.

I'd rather let the one with the highest roll win, like it is the case when both succeeds.

I don't like the fact that, in the specific context where both fail, the lowest skill has more chance of success than the highest one.

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  • 2 weeks later...
On 10/09/2016 at 2:19 PM, muminalver said:

Just keep the one closest to his skill win. Guard 53% notice rolls 63, Thief 48% sneak rolls 60%. Winner is guard due to only failed by 10%.... Or use the burning wheel thing about failing foward. Player character succeeds but... Guard Will notice something is amiss, little later....

 

You could do that, but you'll end up with the same chances of success than if you just compared the d100 rolls and told the highest roll wins.

So, why add a substraction to the system when you can do a simple comparison?

Edited by Mugen
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