Quote:
Originally Posted by Trifletraxor
It's not _hard_ but it does slows down things a bit.
And as have been replied, while this is mathematically a good rule, it goes against the "roll low" tradition. It might be the best solution, but it doesn't really "feel" right.
SGL.
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Two other possible solutionos:
1) The simple "by the most" method: Just use the tens didg and see who makes it by the most. While 7-4=3 is isn't quite the same as 76-49=27 it is close enough most of the time.
2) The "partial success" option mentioned earlier. THe trick would be to let the "attacker" succed, but cut the effect on success down, the way a parry stops some of the damage (if you use parry APs).
For instance, if sneaking past a guard, the "Attacker" is the sneaking character and the "defender" is the guard. If the boths succeed, then the attacker only get's partw way before having to stop and duck behind cover (perhaps the guard thought he heard something?) for the rest of the round. Ot you could say that the attacker didn't any distance at all, but didn't get spotted so he can keep trying.
If you wanted to get technical with it, you could use the movement rates and give the sneaking character a certain amount of distance based on the success level, and then downgrade it by the defenser's spot/listen roll.
Most opposed contests could be handled the same way. Tie results could be treated as a deadlock, as with any for instance, gambling. Same with a climbing contest.