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Skill rolls...how many per investigator?


Vellcrow

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So my group played The Lightless Beacon this past weekend and a question was brought up about about making skill rolls.

Early on, a call is made to make a successful Mechanical or Electical Repair roll.  Normally, would each investigator make both rolls, or would they choose to roll whichever skill has the higher score for them?  This is not in reference to a combined skill roll.

 

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On 7/19/2022 at 12:51 PM, Vellcrow said:

So my group played The Lightless Beacon this past weekend and a question was brought up about about making skill rolls.

Early on, a call is made to make a successful Mechanical or Electrical Repair roll.  Normally, would each investigator make both rolls, or would they choose to roll whichever skill has the higher score for them?  This is not in reference to a combined skill roll.

Whenever you can have players roll more skill checks, let them.  Notionally this will help them speed up the work (well, that's how I GM it), and then they can have any skill tick they earn.  Characters die rather frequently, so letting them have the chance of a skill check or two is a good thing if they survive.

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  • 2 weeks later...

The way I would do it is let each investigator choose which of the two rolls they would like to make, for example: "Roll Mechanical Repair or Electrical Repair" and give the best result to the person who rolled the highest level of success overall. If no-one gets it, I let players decide if they want to push the roll, then fail forwards if it's critical to the plot.

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