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Anam:Resolution Rules:Resolution Rules
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== Extraordinary Results == When making a Standard Test, it is sometimes possible (through extraordinary skill or luck (or lack thereof) or truly astounding circumstances, that a Test will result in an Effect Level more than four levels above (or below) the Task Level. Those results are so vastly superior (or inferior) to the Task itself that they will have much greater consequences than simply completing the Task successfully. What those consequences are – the impact that success or failure has on the Task and the Character – will vary, being dependent on the Ability being Tested, the Task itself, and whether the Result is a matter more of luck than of skill. If the result is mostly a matter of luck (good or bad), the GM determines the impact, within the guidelines provided below. If the result is mostly due to skill (or a major lack of it), then the player determines the Impact, though the GM does have veto authority. When determining an Extraordinary Result, there are some suggested guidelines. 1. The Impact should not undo or drastically change a character’s concept without full buy-in from the player . 2. The Impact should add to the fun of all at the table – players and GM. 3. The Impact should add to the story being told. As a general rule, I advise very strongly against having an extraordinary result add more damage on a success, or harm the character or members of her party on a failure. These results are too mundane for something Extraordinary. (Also, additional damage is already built in to conflict results, as you’ll see later.) Extraordinary results are going to be open-ended and subjective, but this again is by design. They are context-dependent results, and there’s no way any writer will be able to come up with the dozens or hundreds of ways that they should be applied. If you keep to the guidelines, though, and maintain the buy-in of your table, it should flow well.
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