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Climb, Jump, Swim...
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<blockquote data-quote="LightPhoenix" data-source="post: 3595143" data-attributes="member: 115"><p>I prefer Perception and Acrobatics as names, but that's basically how I would do it as well. Swim would be folded into Athletics.</p><p></p><p>On the subject of partial success...</p><p></p><p>The important thing about introducing partial success is that there should be some degree of extrodinary success as well, in my mind. The idea with either and both is to encourage people to use skills more, ostensibly for more flair or just to give rogues a bit more to do in action scenes. Just allowing for a partial success mitigates the win/lose way skills work, but doesn't make them overly exciting in my eyes. Extrodinary success does that, as well as giving a reason for skills to be +20, and possibly even mitigating the problem of ever-increasing DCs.</p><p></p><p>If I ever DM another game, I'd only have a true failure (ie falling when jumping over rooftops) if you fail by a certain amount - probably by five or more. Between the DC and -5, you lose a round recovering - either climbing up or stabilizing yourself or some such. If you beat the DC by ten, you get something extrodinary - you jump from one rooftop, crouching into a roll as you hit the second one, and throw a dagger at the fleeing bandits. I guess something along the lines of a partial action, though that may be too much. I haven't really put serious thought into it.</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 3595143, member: 115"] I prefer Perception and Acrobatics as names, but that's basically how I would do it as well. Swim would be folded into Athletics. On the subject of partial success... The important thing about introducing partial success is that there should be some degree of extrodinary success as well, in my mind. The idea with either and both is to encourage people to use skills more, ostensibly for more flair or just to give rogues a bit more to do in action scenes. Just allowing for a partial success mitigates the win/lose way skills work, but doesn't make them overly exciting in my eyes. Extrodinary success does that, as well as giving a reason for skills to be +20, and possibly even mitigating the problem of ever-increasing DCs. If I ever DM another game, I'd only have a true failure (ie falling when jumping over rooftops) if you fail by a certain amount - probably by five or more. Between the DC and -5, you lose a round recovering - either climbing up or stabilizing yourself or some such. If you beat the DC by ten, you get something extrodinary - you jump from one rooftop, crouching into a roll as you hit the second one, and throw a dagger at the fleeing bandits. I guess something along the lines of a partial action, though that may be too much. I haven't really put serious thought into it. [/QUOTE]
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