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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Automatic failure. (3.5)
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<blockquote data-quote="Sekhmet" data-source="post: 5457884" data-attributes="member: 97602"><p>I typically use 1 fails and 20 succeeds because I think it makes more sense. Even an untrained person can sometimes do something extraordinary, and even the world's best can sometimes make an amateur mistake. </p><p> It doesn't happen often, but it does happen.</p><p></p><p> I once tried out acting them like critical hits, confirming the roll. If a player rolls a 1, they roll again. If the second roll is a failure, it becomes a critical failure - Materials wasted to no affect, spell backfires, weapon is thrown away from the melee, you hit your ally, bowstring breaks, etc.</p><p> If the second roll succeeds, the 1 is counted as a 1, so if you have enough bonuses you can still make up for it.</p><p></p><p> 20's worked the same way - If the second roll succeeds, you've had a critical success. Material costs reduced, spell has a metamagic feat tacked on to it at no cost to you, you deal critical damage on your attack, etc.</p><p></p><p> It worked well, and my players enjoyed it, but I eventually ended up ditching the system for some reason that I can't quite recall. I might try it out again and see what the problem was and try to find some way to fix it.</p></blockquote><p></p>
[QUOTE="Sekhmet, post: 5457884, member: 97602"] I typically use 1 fails and 20 succeeds because I think it makes more sense. Even an untrained person can sometimes do something extraordinary, and even the world's best can sometimes make an amateur mistake. It doesn't happen often, but it does happen. I once tried out acting them like critical hits, confirming the roll. If a player rolls a 1, they roll again. If the second roll is a failure, it becomes a critical failure - Materials wasted to no affect, spell backfires, weapon is thrown away from the melee, you hit your ally, bowstring breaks, etc. If the second roll succeeds, the 1 is counted as a 1, so if you have enough bonuses you can still make up for it. 20's worked the same way - If the second roll succeeds, you've had a critical success. Material costs reduced, spell has a metamagic feat tacked on to it at no cost to you, you deal critical damage on your attack, etc. It worked well, and my players enjoyed it, but I eventually ended up ditching the system for some reason that I can't quite recall. I might try it out again and see what the problem was and try to find some way to fix it. [/QUOTE]
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Automatic failure. (3.5)
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