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On being "equipped" in After Sundown

Posted: Tue Apr 29, 2014 5:02 am
by Judging__Eagle
I was thinking over the summer about how to work out how being "equipped" for a task could be handled in After Sundown. During this week I was going over the rules for Armour, and I realized that I might have some sort of solution.

As armour allows a 3:1 Dice:Hits ratio, instead of the traditional 4:1 Dice:Hits ratio; I thought that "being equipped" for a task might be handled along the same lines. Essentially, if you have sufficient equipment for a task, things work out easier. Alternately, when you don't have to "improvise", you're more efficient.

The "situational" rules from the Healing section; where better locations negatively or positively affect the healing test might also be good to look at; but they seem better for Extended Tests; not on the fly tests.

What are people's thoughts on this?