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Not that this would come up often, but how do most handle "critical" success odds for Renaissance and compatible rule systems? The rules (paraphrased) spell out that the critical chance is 10% of the character's skill. However, modifiers can alter a character's skill, taking the rules ultra-literally, a modifier would not affect the percentage for a critical. But as a matter of preference, do those who play/GM these rules calculate the chance of a critical based on the modified skills (regardless of whether the modifier is a penalty or bonus), or do you generally keep the critical odds as 10% of the character's base skill level, and only apply the modifer to the overall success or failure? I'd love to hear people's thoughts on this. I am also working on updating the Roll20 character sheet for Renaissance (and related games), and was going to add automatic skill rolls into the sheets, which would require had math being encoded into the rolls.... So whatever the majority is leaning towards, is likely how I would code the math on the character sheet there.
I am thinking of incorporating two rules into my BRP Superworld game, one from BRP Central forums and one from Yogsothoth.com but I would like people's input into how the two are likely to combine. Both changes are to speed up combat and reduce calculations by the players. 1) Opposed rolls do not go to the person with the highest level of success but to the person with the highest roll which is still a success. E.g. 80% attack vs 60% dodge. Attacker rolls 61%, dodger rolls 10%, attacker gets higher roll and hits. This ignores special rolls, levels of success etc on contested rolls. 2) I'll quote part of the forum entry: "But if you want more predictability and less failure, just roll percentiles but allow the player to choose which die to take as tens, and which as units. This would give your character with 60% Drive only a 16% chance of failure or thereabouts. A relative beginner with 30% skill would have about 50:50. Won't suit everyone, but might be worth considering." Much better chance of succeeding but player has to decide which is it better to use. Example above, attacker would get a special result if he reverses his attack roll (uses 16 instead of 61) but runs the risk of opponent dodging the attack more easily. The roll becomes a curve with successes enhanced and failures reduced, suiting a Superworld type game. Opinions please?