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<blockquote data-quote="AwesomeOpossum74" data-source="post: 6684215" data-attributes="member: 6701142"><p>I saw a variant of critical misses, where the confirmation had to be >= character's AC. I think that would increase the likelihood of confirmation for lower level characters, while decreasing for higher level characters. I also saw where someone thought that a high level character who could hit multiple times in a round would be at more likelihood to crit-miss. So I thought, maybe I could just set it so that they could crit-miss once per round. Thoughts?</p><p></p><p>Excellent info on the move rates, and characters who leave the adventure group!</p><p>If a character does separate, I think I would, like you say, determine the distance they went, handle any issues they encounter along the way, then allow the other players an appropriate number of actions based on the amount of calculated time the first player took. If anything happens to the first player, I might indicate to the other players that they hear noises, but may not be able to determine direction or distance. Then they could decide if they wanted to search out the source. I think that might sufficiently deter the first character from separating again, especially if their group doesn't immediately locate them. Does that sound like a good DM option?</p></blockquote><p></p>
[QUOTE="AwesomeOpossum74, post: 6684215, member: 6701142"] I saw a variant of critical misses, where the confirmation had to be >= character's AC. I think that would increase the likelihood of confirmation for lower level characters, while decreasing for higher level characters. I also saw where someone thought that a high level character who could hit multiple times in a round would be at more likelihood to crit-miss. So I thought, maybe I could just set it so that they could crit-miss once per round. Thoughts? Excellent info on the move rates, and characters who leave the adventure group! If a character does separate, I think I would, like you say, determine the distance they went, handle any issues they encounter along the way, then allow the other players an appropriate number of actions based on the amount of calculated time the first player took. If anything happens to the first player, I might indicate to the other players that they hear noises, but may not be able to determine direction or distance. Then they could decide if they wanted to search out the source. I think that might sufficiently deter the first character from separating again, especially if their group doesn't immediately locate them. Does that sound like a good DM option? [/QUOTE]
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