Hold it, +4 difficulty? Passing 4 speed intervals means -4 dice, not +4 difficulty. So 15 base dice would mean 52.74% at said -4 dice threshold 4 test.
My mistake - you are correct here of the dice reduction,
But I'd note that 15D is a
big dice pool,
"Gamemasters can increase or decrease that threshold based on the difficulty of the attempted maneuver."
Guidelines?
What is a -2 difficulty test? A +2 difficulty test? (the game rules don't typically set a difficulty like this - they set a difficulty for the thing you're trying to do, and modify it according to your equipment, this is 180 degrees in opposition to that - the rules don't offer much advice)
And yes, maybe the best driver in the world can't handle a complex stunt with a crappy car. GET HER A DECENT CAR THEN.
What constitutes a "complex stunt"?
I mean, there are stunt drivers who can do
incredible things in
crappy cars,
And GridGuide is a thing
A thing that does what, mechanically?
Does it count as Pilot 6 with Manoeuvre 6 in these situations? How does it apply?
I can see that it'd negate the need for some checks, but what does it do in emergency situations? Or do we revert to the onboard pilot in those situations?
I mean, a
stock americar gets 1D for handling checks (0D if going over 15mph!), so it isn't achieving much (you're not even going to get
one success (enough for a task described as "no more difficult than walking or talking", P.36) on most rolls - how's that for a brochure - "
Drive an Americar off the lot today - Disclaimer: Americars successfully leave the lot no more than one time in three!")... I certainly doubt it'd save your life,
A Westwind (is that a "decent car"?) is better for sure, but not that much so (4D piloting (so likely one success), Handling 2, Speed Interval 30),
GET HER A DECENT CAR THEN
I get the feeling that I'm antagonizing you - not my intention, these are genuine questions, I apologise if that is the case however.