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<blockquote data-quote="eris404" data-source="post: 2457868" data-attributes="member: 5338"><p>Quickleaf - love that system. Come to think of it, I think the "Dozen Rumors" line had something similar with extraordinary failure or success on Gather Information checks. </p><p></p><p>The more I think about this, the more it makes sense and the more I like the idea. When characters start having a decent amount of ranks in a skill, they should be able to do something with real panache. On the other hand, if a character fails miserably, he should also fail well...miserably. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I might use a scaled down system based on units of 10, so that if a character misses or succeeds by 10, by 20, etc. the results get progessively worse or better appropriately.</p><p></p><p>Of course, this is sort of going off on a tangent, since I had orginally asked about failing by 1. Let's take another example - say you have a rooftop chase where you've determined that the characters need to make a DC15 jump check to make it between rooftops. The buildings have steeply peaked, shingled roofs and from the bottom edge of a roof to the ground is about 30 feet. One character rolls a total jump check of 14. How would you handle this? Also, would it make a difference to you if the characters were 3rd level instead of say, 7th level?</p></blockquote><p></p>
[QUOTE="eris404, post: 2457868, member: 5338"] Quickleaf - love that system. Come to think of it, I think the "Dozen Rumors" line had something similar with extraordinary failure or success on Gather Information checks. The more I think about this, the more it makes sense and the more I like the idea. When characters start having a decent amount of ranks in a skill, they should be able to do something with real panache. On the other hand, if a character fails miserably, he should also fail well...miserably. :D I might use a scaled down system based on units of 10, so that if a character misses or succeeds by 10, by 20, etc. the results get progessively worse or better appropriately. Of course, this is sort of going off on a tangent, since I had orginally asked about failing by 1. Let's take another example - say you have a rooftop chase where you've determined that the characters need to make a DC15 jump check to make it between rooftops. The buildings have steeply peaked, shingled roofs and from the bottom edge of a roof to the ground is about 30 feet. One character rolls a total jump check of 14. How would you handle this? Also, would it make a difference to you if the characters were 3rd level instead of say, 7th level? [/QUOTE]
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