GM Tip
It is important to know when and when not to invoke the skill system.
There are certain actions or situations which would not logically
require the use of a skill. For example, most characters can tie their
own shoes, or even drive a car, under normal circumstances. Anyone,
even someone with no skill at knife fighting, can slit the throat of an
unconscious opponent with no difficulty.
Skills should only be used when there is a measurable chance of
failure.
Trying to control the aforementioned car while hurtling down a twisting
mountain road after the brakes fail is obviously much more difficult,
and would require the use of a skill. Somewhere between the extremes
lies the line at which the skill must be used. Where exactly that line
lies is often a judgment call, completely left up to the GM.
In cases of indecision, where the line is not obvious, or when the
character should have a better chance of success than indicated by their
skill level, it is common practice to allow some sort of positive
modifier (or negative difficulty) to the skill check.
Obviously, it would be possible to take this to the extreme, and
start levying +90 modifiers to things the character really should be
able to accomplish easily. This can lead to frustration when players
manage to fail these rolls (and it will happen). It can also slow
things down. ("I get up and have breakfast." "Okay. Make a willpower
check at +85 to get yourself out of bed, an agility check at +80 to walk
downstairs without falling, and a cooking check at +90 to make toast.")
This gets tedious really fast.
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