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<blockquote data-quote="Imaculata" data-source="post: 7048870" data-attributes="member: 6801286"><p>I see two problems here. If you're trying to intimidate someone, and you roll a 1, then you've probably already failed anyway. So why have an extra roll to see if you roll a 1 again?</p><p></p><p>Further more, I don't think it is the DM's job to decide what my character does. I would be pretty pissed if the DM decided on my behalf that my character kills someone while trying to intimidate him. Surely this should be related to 'how' I am trying to intimidate, and not what I happen to roll?</p><p></p><p></p><p></p><p>What we're saying is that these double failures happen so little, that you might as well not have rules for them at all. I've been running my campaign for over 2 years now, and we've only had a double 1 twice! And both times it happened to an enemy, not a player.</p><p></p><p></p><p></p><p>I think you mean: <em>"for those awesome times that happen only once in a blue moon</em>". </p><p></p><p>Here's a different idea. Rather than having a double critical system, just use the regular critical system, and have the DM or player narrate what kind of awesome thing happens. Depending on the coolness of the description, the DM can always choose to increase the damage that it does. This allows these awesome moments to happen far more frequently, and makes them far less random. Rather than these moments coming completely out of the blue, they are now tied directly to what happens during the battle.</p><p></p><p>Here an example from my campaign. For the record, we're running 3.5, and not 5th edition. But I think it is a good example.</p><p></p><p></p><p></p><p>So this is an example of how you can just use the context of the situation with a natural 20 or a fumble. You may have noticed that I did not have the cannibal make a disarm check, because I ruled that Che's fumble on his attack enabled the cannibal to grab Che's arm and basically get a free disarm, provided that his grapple succeeded. I also ruled that Che's critical resulted in a beneficial situation where he could now push his opponent off the tower, if he wants. I also decided to ignore falling damage rules for the cannibal, in favor of coolness factor. I would not have done the same for a PC.</p><p></p><p>You don't need to roll double 20's to have these awesome moments. Nor do you need double 1's to narrate an abysmal failure. In my experience, it is better to leave that entirely up to the situation, and the story that unfolds. If it makes sense in the story, and if it makes the session more exciting, then its all good. The rules are in service of the story after all.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7048870, member: 6801286"] I see two problems here. If you're trying to intimidate someone, and you roll a 1, then you've probably already failed anyway. So why have an extra roll to see if you roll a 1 again? Further more, I don't think it is the DM's job to decide what my character does. I would be pretty pissed if the DM decided on my behalf that my character kills someone while trying to intimidate him. Surely this should be related to 'how' I am trying to intimidate, and not what I happen to roll? What we're saying is that these double failures happen so little, that you might as well not have rules for them at all. I've been running my campaign for over 2 years now, and we've only had a double 1 twice! And both times it happened to an enemy, not a player. I think you mean: [I]"for those awesome times that happen only once in a blue moon[/I]". Here's a different idea. Rather than having a double critical system, just use the regular critical system, and have the DM or player narrate what kind of awesome thing happens. Depending on the coolness of the description, the DM can always choose to increase the damage that it does. This allows these awesome moments to happen far more frequently, and makes them far less random. Rather than these moments coming completely out of the blue, they are now tied directly to what happens during the battle. Here an example from my campaign. For the record, we're running 3.5, and not 5th edition. But I think it is a good example. So this is an example of how you can just use the context of the situation with a natural 20 or a fumble. You may have noticed that I did not have the cannibal make a disarm check, because I ruled that Che's fumble on his attack enabled the cannibal to grab Che's arm and basically get a free disarm, provided that his grapple succeeded. I also ruled that Che's critical resulted in a beneficial situation where he could now push his opponent off the tower, if he wants. I also decided to ignore falling damage rules for the cannibal, in favor of coolness factor. I would not have done the same for a PC. You don't need to roll double 20's to have these awesome moments. Nor do you need double 1's to narrate an abysmal failure. In my experience, it is better to leave that entirely up to the situation, and the story that unfolds. If it makes sense in the story, and if it makes the session more exciting, then its all good. The rules are in service of the story after all. [/QUOTE]
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