Sean_RDP Posted February 22, 2016 Posted February 22, 2016 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 Fumble on a Non Combat Skill 96-97 Next use of this skill has a Difficult modifier 98-99 Next use of this skill has a Hard Modifier 00 - Next skill use is Hard and Everything You Know is a Lie! Lose 1d3% on this skill For Combat, there are charts to roll on... Critical Success (Attack) Roll d100 01 - 25: Armor is Halved 26 - 50 Armor is Ignored 51 - 75 Add 1d8 to Damage Roll, Armor is halved 76 - 98 Roll damage on second body part, Armor is halved 99 - 100 Armor Ignored, Nicked an artery - target begins to Bleed 1HP per round Fumble (Attack) 01 - 25 Next Attack is Difficult 26 - 50 Weapon Dropped 51 - 75 Target's Next Attack on you is Easy 76 - 98 Damage Self. Roll Hit location and weapon damage, armor is halved 99 - 100 Impaled on Enemy. Target rolls weapon damage and hit location, armor ignored. There is more, but this is a fine taste of it. Quote Its 2300hrs, do you know where your super dreadnoughts are? http://reigndragonpressblog.blogspot.com/
K Peterson Posted February 22, 2016 Posted February 22, 2016 (edited) Let me question your philosophy. Why are non-combat crits/fumbles always beneficial/detrimental to the next skill roll and appear to have no impact on the results of the present roll? Are you combining crits/fumbles with Experience Checks or Improvement Rolls? Many d100 (and other) systems place the emphasis of crits/fumbles on the current results. With non-combat skills, the task could take less time, have a significantly better result, or produce a side-benefit. (And the converse with a fumble). Your method seems a little peculiar, and I don't see what you're going for, especially with non-combat skills. And especially considering that your combat crits/fumbles have an immediate effect. Edited February 22, 2016 by K Peterson 1 Quote
Sean_RDP Posted February 22, 2016 Author Posted February 22, 2016 The idea is to have an effect that can translate to a broad range of skill types and have effects that are meaningful to the success. So a critical or fumble is about confidence and learning. There are EXP checks and IMP rolls, though not tied directly to Crit/Fumble. (At this time...) Often crit success or crit fail can be vague depending on the situation. The GM often makes a judgement call or the Crit/Fumble does not make or break a given situation. And I do not want to rob the GM of his or her agency; those extra situation benefits can still be layered in depending on the GMs judgment. So a critical in these non combat situations give a character confidence and fumbles have them question their confidence. That is the thinking anyway. Whether it works in the game the way it works in my head remains to be seen, If it does not work as well as I want, I will change it. And the feedback is most appreciated. Quote Its 2300hrs, do you know where your super dreadnoughts are? http://reigndragonpressblog.blogspot.com/
Trifletraxor Posted February 23, 2016 Posted February 23, 2016 A "Next use of skill" benefit or detriment could lead to increased book-keeping. How does it work in your group? 1 Quote Ef plest master, this mighty fine grub! 116/420. High Priest.
Sean_RDP Posted February 23, 2016 Author Posted February 23, 2016 A star or my grouch face next to the skill. Two stars or Two grouch faces. Very informal and yes that has come up as a question. Wider testing will definitely see whether it is or is not a pain for most folks. I can say that so far it has give players a "oh damn" or "Oh yeah!" moment or two on subsequent skill checks, which has created some fun and drama. Quote Its 2300hrs, do you know where your super dreadnoughts are? http://reigndragonpressblog.blogspot.com/
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