Colin of Cthuluh Posted June 3 Share Posted June 3 If a player gets a hard success, but spends one point of luck to upgrade to an extreme success, do they mark the box or not? 1 Quote Link to comment Share on other sites More sharing options...
Nick Brooke Posted June 3 Share Posted June 3 They’d have got the check for a normal success. So yes. 1 Quote Community Ambassador - Jonstown Compendium, Chaosium, Inc. Email: nick.brooke@chaosium.com for community content queries Jonstown Compendium ⧖ Facebook Ф Twitter † old website Link to comment Share on other sites More sharing options...
Colin of Cthuluh Posted June 3 Author Share Posted June 3 That’s what I thought, thanks! 1 Quote Link to comment Share on other sites More sharing options...
TrippyHippy Posted June 5 Share Posted June 5 Actually, this presents one reason why inverting the process of experience checks may work better. That is, you check a skill every time you fail a roll but then have to roll under the skill value at the end of the session to be able to improve. Mathematically, it is the same, but it avoids the spending Luck issue - you can spend the Luck to succeed but not be able to learn from it as you would if you failed and then self-analysed it. Quote Link to comment Share on other sites More sharing options...
SaintMeerkat Posted June 5 Share Posted June 5 (edited) The rule on page 99 of the Keeper Rulebook says "no skill improvement check is earned if Luck points were used to alter the dice roll." I think that probably means to change from a failure to a success, not to change the degree of success. I agree that that they earn the check. Edited June 5 by SaintMeerkat 1 Quote Link to comment Share on other sites More sharing options...
Mister Wonderful Posted June 5 Share Posted June 5 (edited) In the Delta Green Quickstart there is an option for skill increases I thought was an intriguing way to adjust skill advancement 1) You tick the box when you fail a skill check for the first time during a game-session 2) The skill ticked increases by 1 point (without further rolling) at the end of every session. I havent tried that out in my gaming group, but it could make a smoother way for more regular albeit smaller increases especially for skills that have a lower value. Edited June 5 by Mister Wonderful 1 Quote Link to comment Share on other sites More sharing options...
Mugen Posted June 12 Share Posted June 12 On 6/5/2024 at 8:33 AM, TrippyHippy said: Actually, this presents one reason why inverting the process of experience checks may work better. That is, you check a skill every time you fail a roll but then have to roll under the skill value at the end of the session to be able to improve. Mathematically, it is the same, but it avoids the spending Luck issue - you can spend the Luck to succeed but not be able to learn from it as you would if you failed and then self-analysed it. It's the same if you make only one skill roll in a session. Otherwise, it's very different. 1 Quote Link to comment Share on other sites More sharing options...
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