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Showing results for tags 'criticals'.
Hi, I'm indepted to Questbird, who a while ago posted about combining Spell Law with BRP/Magic World. For example, in my version, spell users get a number of base lists (half INT) at INT% and can cast spells on their lists equal to lvl x 10%. So starting characters can cast lvl 1 spells. In my version, the spells are cast at a POW times 5 casting roll, but the lists are ticked for experience if the roll also goes under the lists %. That way individual lists increase but characters are not unnecessarily whiffy when it comes to using spells. Spells relating to damage, like a shock bolt (lvl
So everyone loves criticals and fumbles, I can appreciate this. I wanted to make changes that fit my own philosophy not just make changes for the sake of change. So here is how it looks right now. Skill Use 01-10 is always a success. 01-05 is always a critical success. There is no "special" success. 91-100 is always a failure. 96 - 100 is always a fumble. Critical Success on a non Combat Skill 04-05 - Next Use of this skill has an Easy modifier 02 - 03 - Next use of this skill has a Simple modifier 01 - Next use is Simple and you gain 2% to the skill Fum