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Flamepunk: Basic Rules
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==GM tips: Adjusting the Difficulty== Generally, the difficulty of a task won't effect the Hit Numbers. Instead, GMs who want to make a task more or less challenging can apply defences. * '''Defence: "Dodge"''' A GM can give a task a "Dodge" value to represent increasing difficulty. That is, if he assigns a task a Dodge Defence of 1, then after the roll he can pick one dice out of the dice pool after it has been rolled. With Dodge Defence 2, he could pick out two dice after the roll. A Dodge Value of 0 represents a simple and straightforward task, that most people could complete with time and effort. ''Examples: Smashing open a rotting wooden door, or lifting twenty kilos with one hand.'' A Dodge Value of 1 represents a fair challenge, that requires a little effort, but shouldn't be too hard. ''Examples: Smashing open an ordinary wooden door, or trying to find a relevant bit of information in an occult library.'' A Dodge Value of 2 represents a significant challenge, that will challenge even someone skilled at the task. ''Examples: Picking an ordinary lock, or attempting to juggle five knives.'' A Dodge Value of 3 represents a major challenge, that is difficult even for someone who is skilled, and probably best attempted by a master in that field. ''Examples: Performing surgery to extract a spider-like tumour with only rudimentary tools, or jumping over a six foot wall from a standing leap.'' Higher Dodge Values can be applied for increasingly difficult tasks, but GMs should bear in mind that even the most skilled characters, rolling 6 dice and with various tricks (such as needing 4+, or being able to shift dice, or whatever else they can do from their traits and equipment) will rarely succeed at Dodge 4 or higher. Note also that (as described above) failure at a task applies a cumulative dodge penalty. <br><br>
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