Negative Zero
First Post
yes, again. i know there are a dozen variants (none of which i've read, coincidentaly) but i'd like some feedback on the idea that i'd like to use in my game:
critical successes and failures for skills:
on a roll of a natural 20 for a skill check, the player makes a confirmation check vs DC 17 of, 1d20 + the relevant ability modifyier. if successful, he adds +10 critical bonus to his original result. further, for every 5 points by which he beats the DC, the critical bonus to his original check increases by +2.
e.g. a rogue attempts to disarm a fiendishly difficult trap and rolls a natural 20 on his check. unfortunatly his total still isn't high enough to disarm the trap. he then rolls 1d20 + his DEX bonus (disable device is DEX based skill) to see if his attempt is a critcal sucess. with a DEX bonus of +4, he rolls a 19 on his confirmation check for a total of 23, granting him a +12 critical bonus to his original check (+10 for beating the DC and an additional +2 for beating it by more than 5).
alternatively, if a natural 1 is rolled, a confirmation check vs DC 15 of 1d20 + the relevant ability modifyier is required or the player takes a -10 penalty on his original check. further, for every 5 points by which he fails the DC, he takes an additional -2 penalty to his original check.
the idea is obviously similar to the concept used for critical hits in combat. the DC is deliberately lower on the failuer check as in that instance, you're trying to avoid the automatic penatly for rolling a 1.
the poll is deliberately simple so feel free to explain your answers if you so desire.
~NegZ
critical successes and failures for skills:
on a roll of a natural 20 for a skill check, the player makes a confirmation check vs DC 17 of, 1d20 + the relevant ability modifyier. if successful, he adds +10 critical bonus to his original result. further, for every 5 points by which he beats the DC, the critical bonus to his original check increases by +2.
e.g. a rogue attempts to disarm a fiendishly difficult trap and rolls a natural 20 on his check. unfortunatly his total still isn't high enough to disarm the trap. he then rolls 1d20 + his DEX bonus (disable device is DEX based skill) to see if his attempt is a critcal sucess. with a DEX bonus of +4, he rolls a 19 on his confirmation check for a total of 23, granting him a +12 critical bonus to his original check (+10 for beating the DC and an additional +2 for beating it by more than 5).
alternatively, if a natural 1 is rolled, a confirmation check vs DC 15 of 1d20 + the relevant ability modifyier is required or the player takes a -10 penalty on his original check. further, for every 5 points by which he fails the DC, he takes an additional -2 penalty to his original check.
the idea is obviously similar to the concept used for critical hits in combat. the DC is deliberately lower on the failuer check as in that instance, you're trying to avoid the automatic penatly for rolling a 1.
the poll is deliberately simple so feel free to explain your answers if you so desire.
~NegZ