just__al
First Post
My group rotates campaigns and DM's about every 4-6 months so we all get to play. In my campaign we used this variant for everything requiring a D20 except initiative.Olgar Shiverstone said:Our house rule (which is one of the variants mentioned in the DMG):
Natural 20 roll is treated as a base 30 skill check.
Natural 1 is treated as -10.
Thus there aren't any automatic successes or failures, but rolling the extremes does increase the chances that you will succeed or fail. It also gives an incentive to rolling over taking 20, since you can potentially get that "better than 20" skill result -- at the risk or really badly missing your check.
It's worked out quite well in practice. PCs can occasionally accomplish the nearly impossible, but still can't accomplish the truly impossible (which the natural 20 = success allows).
The current DM is using it only for combat. I (obviously) like my way better, but whatever.