<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=157589.msg7271984#msg7271984">Quote from: vin26m on 24-11-2012, 18:40:57</a></div></div><blockquote class="bbc_standard_quote">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/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Exactly this is already in the rules. I was just explaining why I took the time to implement critical failure, but not critical success (because the former is hilarious).<br/><br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=157589.msg7271876#msg7271876">Quote from: mayovagn on 24-11-2012, 17:44:30</a></div></div><blockquote class="bbc_standard_quote">One of the things that has always bothered me about WOD is that with more dice there is far MORE chance of failure, which doesn't ring entirely true to my mind.<br/><br/>To combat this I have seen houserules that state that beyond four dice rolled you require two 1's to remove a success, though the 10's counting as two successes seems to make a lot of sense as well. And is generally easier to remember. *Smiles*<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>That doesn't sound right. More dice will always raise the chance of success and reduce the chance for a critical failure, unless the target number is very high. As New World of Darkness (and I) always use 6 as the target number, this is not an issue.<br/><br/>Satan_Klaus