Well you _are_ essentially forcing the characters to take up to a -5 for little benefit, an unknown percentage of success and the possiblity of pretty severe failure. Is this in order for them to get around a Gm contrived plot or are the players just trying to jack around with the balancing mechanics or is it an attempt at realism?
Frankly I would go with either Gm fiat on number of possible successes based upon results of rolls or something else rather than a chart/calculation heavy set of results.
Master of the 14th Millenium and more on Dollwizard!!!!!
I feel like the Steven Hawking of RPG's, Im brilliant but can't communicate my ideas worth a darn.
Among the "superheroes" that U.S. boys under the age of 10 in 1997 reported they most wanted to be, Catwoman rated number one. (The Harpers Index Book, Volume 3. Charis Conn & Lewis H. Lapham, Franklin Square Press, 2000)
-Glibly Skip!
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