sheltem
Newbie
Rejected Applicant
Posts: 30
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Post by sheltem on Dec 19, 2014 22:20:06 GMT -5
Side note, you wouldn't take a 10 or a 20 on drive checks, as they are probably akin to ride checks, which only get rolled when you encounter a hazard or a trick.
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Post by philo on Dec 20, 2014 2:53:27 GMT -5
lets talk more about high level critical fails during combat for a second So far it has gone like this- Your a level 20 fighter, you roll a 1 Shit you roll a 5 Double shit whoooossh!
Your sword goes flying down the hallway-- Seems familiar? what if it went like this your a level 20 fighter, you roll a 1 shit we are using the fumble deck pull the card and read it. says your going to lose your grip on your weapon and send it flying away! Double Shit But the card says reflex save (Dc 15) You roll your reflex save- Horray, you were able to feel your grip getting looser and tightened up just in time
At higher levels, your going to attack more per round- which using the standard way of doing it means that the more trained you are as a fighter the more likely you are going to start throwing your sword down a hallway. Which really seems quite backward to me. Also by making it based on some sort of save or check instead of a straight die roll, higher level characters will be less likely to fumble then lower level characters, not immune but much more competent
I just used a reflex saving throw as an example because that is probably the best way, but really the saves could probably be a skill check as well, maybe acrobatics or jump or something that would be appropriate for recovering the fumble. The reason I like reflex is that it is going to go up with your level while skills may not depending on how you've used your points. Also in this example I had the player pull and read the card because I felt that it made more literary sense and makes the example simple. I would expect Brian to be pulling cards and saying things like "Roll me a Reflex save", "Roll me an acrobatics check"
Doing it this way accomplishes this Lower level characters are more likely to fumble then higher level characters Higher level characters will STILL have a percentage to fumble, but that percentage will shrink the more trained and experienced they are
If you think this should be its own thread let me know or copy and paste it or move it or whatever is needed.
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Post by Hydranis on Dec 25, 2014 0:35:21 GMT -5
Decision made. Update will be given in the new year.
Update: When rolling for skills, if you score a 20 you get no bonus. If you score a 1 you get no negatives.
Example: Swim check I rolled a 20 and I have a +6 to swim. That nets me a 26. If I rolled a 1 I would have a 7.
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