Originally posted by Incarnate
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...and I'm not turning it into a failure, granted it's less of a success narratively.
Basically, you are advocating for a system where, instead of rolling Attribute + Skill to beat a Difficulty, you roll Attribute to beat a Difficulty, and Skill to beat the same Difficulty, and the practical results are dictated by the lower roll.
So, in my setup, where the options are 4/0, 2/2, or 0/4, against a Difficulty of 1, I fail two of the three potential outcomes because I got zero on the worst roll. You want to bring up a 3/1 or 1/3 split because those are still successes at Difficulty of 1 rather than overt failures; thus you don't have to address my actual example.
simply because one roll shouldn't dictate the result of something that has taking many years to complete.
And we're talking V5 specifically, which directly advocates for not turning something into multiple rolls unless there's a compelling reason such the difficulty changing over the course of the action. Unless there's an important reason to extend the roll into multiple rolls, how long it takes doesn't matter. Just writing a term paper should be a simple roll because it's a single action despite the months spent on it. There are certainly plot ways you can spice it up and justify an extended roll here, but those are plot reasons, not time.
Adding rolls feels like a transparent way you're trying to mitigate issues with your ideas. If you roll a lot, on average, successes based on individual traits instead of full dice pools will map to your ratings in those traits. If you roll a little, there's an increased chance for highly incongruous results like my above example where my Int 3/Academics 3 character doesn't roll evenly between the two and thus doesn't actually feel like a balanced character that succeeds through equal applications of two traits.
That really depends on interpretation,...
Even if looking at it statically, the paper would only reflect Intelligence 3 and Academics 1
The whole idea behind interpreting the result of the roll based where the success / failures come from, would be to make a more correct narrative interpretation of what's actually happening.
The closest to an objective "correct" regarding the interpretation of dice in an RPG would be: "reflects the way the RPG uses words and numbers to define the character while still presenting the results in a fashion that aligns with their impact."
Dividing Attribute and Skills successes is not a "more correct" method than leaving them combined and using the static ratings on the sheet to guide narration instead.
You have yet to make any sort of case for what the benefits of the added work of tracking different types of dice, redoing the math of the system, rolling more often, and so on actually are compared to the simpler option of using the existing ratings on the sheet.
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