((If ony one person can take action per turn, and you tell us exactly what stat we roll, it kinda comes close to there always being an "optimal choice", and it's always best tp bring many people with as many positive skills as possible. Your character's negative skills don't really matter, because if you have a negative, you can almost always find a teammate to make up for it, or just pick a different test that you're more suited to.
Wow, that might be the biggest wall of text I've posted from my phone.))
This is true.
Did I mention that not all options you can pick are positive?
[2]
or that rolls can still mess you up?
McGunkin leaves the relative safety of the toilet and darts over to the door. He struggles with the locks for a few seconds before throwing the door open and stepping out into the hall. He stands there for a moment, framed in the doorway, squinting into the darkness of the poorly lit hall. He raises the gun half way, squints, lowers it, shuffles nervously. He's breathing hard, the sound of it echos in the room and the hall. Old wood creaks under his feet as he shifts his weight. Something heavy hits the wall somewhere down the hall, and then grinds, tearing wallpaper and plaster with a crunch. McGunkin fires, the hallway blazing bright over and over with the muzzle flash. He fires until the gun is empty, his panicked trigger pulls eliciting nothing but hollow clicking. A pale wall of flesh blurs into view through the door frame, shoving Mcgunkin back and out of sight for a moment. The albino flesh hangs there for a moment before slowly recoiling. Mcgunkin comes back into view, gripped in a hand as large as he is tall. His head and face are covered by the thumb, but his feet and his one free arm are still moving, and muffled screams barely penetrate the meat covering him. And then he's gone, dragged back down the hall. The muffled screaming becomes loud again, but only for a moment, then it cuts off entirely.
1) HANDI: Get the bars off that window and take your chances out there.
2) CON: He must have at least wounded it. Should hold your ground here and try to finish it off.
3) STR: Lock the door, barricade it and hold it shut. Buy time to think of a better plan.
4) DEX: Someone could run out into the hall and attempt to run past it, get down stairs and draw it off while the other person escaped. Then you could both meet up later, hopefully after giving it the slip.