<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=157589.msg7271790#msg7271790">Quote from: SatanKlaus on 24-11-2012, 17:04:53</a></div></div><blockquote class="bbc_standard_quote">Oh and thanks for the dicebot rundown. I <em>did</em> see the target number (But did not use it because I couldn't figure out how to subtract successes on a 1) but somehow failed to utilize the 'extra' when writing the rules. In old WoD, 10's only exploded on skills you had specialized in, and I didn't want to make the rules more complex than they had to be, so I left it out.<br/><br/>Anyhow, those of us with tabletop rpg experience know that critical failures are far more important to the game than critical successes because they are <em>hillarious</em>. It's a shame that the dicebot doesn't offer that option. It would be cool if it could be programmed with a simple scripting language...<br/>But I suppose as there <em>is</em> and easy way to make 10s 'explode', I might consider putting it in the rules.<br/><br/>I guess I will be doing a re-read and maybe a little revision, so expect a rules update soon. (and if you think anything else needs changing, now would be a good opportunity to speak your mind).<br/><br/>Satan_Klaus<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>My pleasure!<br/><br/>How about if a negative number of successes (because of the 1's) causes a critical (hilarious) failure.<br/><br/>So if I get two dice, and I roll a 1 and a 2, that's 0 successes, but it's reduced to -1 successes because of the 1.  Sue thinks that the guns of the Levett's shoot paintballs, or Sophie falls over while she curtsies.<br/><br/>