dammitbiscuit
First Post
So the rules make you succeed automatically if your ability score is 5 over the DC. Often, the GM calls for a check or the player rolls a die instinctively before they realize the check is going to be an auto-success regardless.
With a minor tweak, you can "keep" that die result as well as make auto-wins more interesting. When you auto-succeed, your d20 roll determines the degree of success.
With a minor tweak, you can "keep" that die result as well as make auto-wins more interesting. When you auto-succeed, your d20 roll determines the degree of success.
- On a 1-6, you barely squeak by and end up looking a little foolish, becoming fatigued, or other minor temporary penalties. PCs and NPCs get a little chuckle at your expense, but you get what you wanted.
- On a 7-12, you "pass". It's good enough, you get the job done, nothing exceptional happens. Similar to a normal successful roll.
- On a 13-18, you rock it! You look good. You crack a joke, earn a new friend/admirer, or flourish and bow at the end. PCs and NPCs are impressed and take note of you.
- On a 19-20, you "critically" succeed. If this was a contested roll, your opponent can't try again, they'll lose. If this was an obstacle or hazard, it no longer poses a threat to you. If this was part of a series of checks, you have Advantage on your next two checks. If the result of your check is a reward of some kind, double it. Et cetera. If you want to and your GM is a cool dude, you can narrate the result of your check instead of the GM.