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Anyone using the automatic success DMG variant rules for skills?
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<blockquote data-quote="pming" data-source="post: 7333398" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>I don't use Passive stuff other than for Perception and Insight. That said, I have my own method that differentiates <em>the degree of success/failure</em> for Skill checks, but not for Ability Score checks (I figure even a guy with a 20 dex messes up some times; go on YouTube and search for "pro Olympic athlete fails" or something... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ).</p><p></p><p>My method relies quiet heavily on DM adjudication and trust. If you have players (or a player) who wants the RAW to trump RAI if at all possible...this probably won't work for you. Anyway...the Degree of Success/Failure is dependent on the players roll, as well as the PC's knowledge/skill. It works like this...</p><p></p><p>If the PC does NOT have a Skill (so is 'untrained'; doesn't get Prof bonus), and succeeds: his success will be minimal <em>unless</em> a Natural 20 pops up. In that case it's one of those "I can't <em>believe</em> you just pulled that off!". For example, a PC without Survival just climbs out of the river...it's 1am, he's wet, tiered and cold. The DC is 12. He rolls a 17. DM: "You pull yourself up on shore. You fumble around in the moonlight for a bit but manage to find an old log that is slightly sheltered from the wind, but their is soft moss around it. You take an hour or so, but manage to get some sort of minimal shelter where you take off some of your wet clothes to dry a bit and use branches, leaves and moss to eventually warm ever so slightly. You fall asleep, fitfully, but don't die".</p><p></p><p>If the PC DOES have a Skill (it's 'trained'; he gets Prof bonus), and succeeds: His success will be at least 'as expected for someone that knows what they are doing, possibly better based on the roll, with a Natural 20 being a "perfect success". DM: "You pull yourself up on shore. You immediately head to a bow in the river that you can make out. After about 20 minutes you have a nice lean-to by an old log, some moss to pad the ground, some dry twigs and sticks, a few decent rocks, and some nice branches with lots of pine needles on it to block out any wind. After another 10 minutes or so you've managed to get a fire going. You take off your clothes to dry and settle in for the night. You've had worse nights, so this isn't so bad".</p><p></p><p>Pretty much the opposite for failures. The guy without the Skill could very well get sick, take damage, or even die. The guy with the Skill probably gets the sniffles, might take minimum damage, but most likely will not die except in the most extreme of conditions.</p><p></p><p>This method rewards PC's that have a Skill...not ones that simply have high Ability Scores. But, as I said, it relies heavily on DM adjudication.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7333398, member: 45197"] Hiya! I don't use Passive stuff other than for Perception and Insight. That said, I have my own method that differentiates [I]the degree of success/failure[/I] for Skill checks, but not for Ability Score checks (I figure even a guy with a 20 dex messes up some times; go on YouTube and search for "pro Olympic athlete fails" or something... :) ). My method relies quiet heavily on DM adjudication and trust. If you have players (or a player) who wants the RAW to trump RAI if at all possible...this probably won't work for you. Anyway...the Degree of Success/Failure is dependent on the players roll, as well as the PC's knowledge/skill. It works like this... If the PC does NOT have a Skill (so is 'untrained'; doesn't get Prof bonus), and succeeds: his success will be minimal [I]unless[/I] a Natural 20 pops up. In that case it's one of those "I can't [I]believe[/I] you just pulled that off!". For example, a PC without Survival just climbs out of the river...it's 1am, he's wet, tiered and cold. The DC is 12. He rolls a 17. DM: "You pull yourself up on shore. You fumble around in the moonlight for a bit but manage to find an old log that is slightly sheltered from the wind, but their is soft moss around it. You take an hour or so, but manage to get some sort of minimal shelter where you take off some of your wet clothes to dry a bit and use branches, leaves and moss to eventually warm ever so slightly. You fall asleep, fitfully, but don't die". If the PC DOES have a Skill (it's 'trained'; he gets Prof bonus), and succeeds: His success will be at least 'as expected for someone that knows what they are doing, possibly better based on the roll, with a Natural 20 being a "perfect success". DM: "You pull yourself up on shore. You immediately head to a bow in the river that you can make out. After about 20 minutes you have a nice lean-to by an old log, some moss to pad the ground, some dry twigs and sticks, a few decent rocks, and some nice branches with lots of pine needles on it to block out any wind. After another 10 minutes or so you've managed to get a fire going. You take off your clothes to dry and settle in for the night. You've had worse nights, so this isn't so bad". Pretty much the opposite for failures. The guy without the Skill could very well get sick, take damage, or even die. The guy with the Skill probably gets the sniffles, might take minimum damage, but most likely will not die except in the most extreme of conditions. This method rewards PC's that have a Skill...not ones that simply have high Ability Scores. But, as I said, it relies heavily on DM adjudication. ^_^ Paul L. Ming [/QUOTE]
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