Also, fuck you. I even came back to this thread and was helpful in providing risk. You can't be all Wangst about it when people are actively trying to help, even though it is goddamned lost cause.
Risks that are 90%+ illusionary and -appearing- to be deadly and scary and somehow magically only fucking up the PCs a fraction of the time.
Because the PCs are too special to actually threaten with "you could -actually- die."
For those wanting illusion? Awesome. For those wanting something the PCs actually can be killed by? "Damage equal to current health -1, does not cost resources to heal." sucks on its own.
So congradulations. You helped those who want illusion and did virtually nothing for those who want to know how to have their PCs facing something that can somehow or another kill them.
The point at hand is: how likely is it that the situation is going to occur? (Lose the first, and therefore render a second roll moot.) Answer: Half the time you roll that first die. Which means that half the time you get to roll a second die!
And unless you do roll a second die,
you have already failed. You having a chance of winning the second roll between X(where X>0)-100%
only matters if you made the first roll (assuming the first roll succeeding is necessary to check the second).
Similarly, unless you succeed on the second die, who the fuck cares what your odds of succeeding on #3 would be.
Which means that in play, the people who lose #1 lose the challenge 100% of the time.
Or in other words, those who do not make roll #1 don't worry whether their odds of making 3 are really good or really bad because
they already lost the challenge.
And somehow, I really doubt that, to use the joke's situation, if you drink 20 drinks and 1 in 20 drinks of the total drinks out there are poisoned that you inevitably get one (and only one) poisoned drink.
If there's 400+ drinks, all 20 drinks of yours could be poisoned, none, or anywhere in between.
So here's my challenge for those who feel mathematically smarter than I am:
Figure out how to put someone's in a situation that can have "character killed" occur other than by a nearly impossible situation, and then how the character could survive.
Because people have survived actual combat. Hell, people have survived extremely close calls.
So how do you represent that in game mechanics? Not in narration. In actual these-are-the-rules.
Because if narration is the primary way to make something seem life threatening, you'd be better off not having a combat system.
Trust in the Emperor, but always check your ammunition.