Quote:
Originally Posted by Tywyll
Hum, I'm disappointed with the lack of difficulty modifiers. I disagree that they are arbitrary or messy, and find such much more easy to use (and providing a greater breadth of scope) than simply having 3 categories for all levels of complexity. That seems arbitrary to me personally. I think the environment and circumstances (not to mention equipment) should have more impact on the success and failure of a task.
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They're there.
Difficulty modifiers are applied after the the skill rating is modified (x2 for
Easy, x.5 if
Difficult).
So, for example, if a doctor is in the hospital with all of his medical paraphernalia, handling a routine task will be
Easy (x2 skill), and at +20% for the gear. Treating a rare condition might be a normal roll with some (but not ideal) gear might be a normal roll, with no modifier. If he's treating a rare condition on a muddy, rainy battlefield with no gear, it would be
Difficult (x.5 skill) and -20% for no gear.