critical successes and failures for skills

what say you?

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    Votes: 11 68.8%
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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
 

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the idea of crit. success/failure for skills is great. I'm not really a fan of extra dice rolling, though. I think I'll use the idea, and tell my players that the power to describe the results is mine! This'll let me choose an interesting result without asking myself if it is appropriate for a 32 roll, etc.
 

Ferret said:
I like the success but not failure. Why below 15 (this counts for the sucess, why 17?) on the failure?
why not the failure? seems to me that even a very competent character can have a lapse in concentration at a key moment.

as for hte actual DCs i started out with the DC for success. i wanted to make it difficult, but not overly so. 17 seemed like a good balance, especially tryingto take into account the wide range of possible attribute bonuses. i lowered the DC for the failure because it works slightly differently from the success. in the faliure something WILL happen if you fail, so it made sense to me to lower it a bit.

if you disagree, feel free to point out why.

~NegZ
 

Negative Zero said:
why not the failure? seems to me that even a very competent character can have a lapse in concentration at a key moment.

...but a 5% chance? I've played under DMs that use critcal fumbles liberally and it's just silly. A mounted warrior who's been riding horses since puberty has a 5% chance per Ride check to fall off of his horse or accomplish some other stupid blunder. A seasoned Diplomat with 15 ranks in the skill rolls a 1 and grossly offends his target...5% of the time. It's just not feasible.

Even with your system (which is "nicer" than a lot of people run it) it's still too easy for an experienced person to botch something very simple. I don't like the DC thing you've implimented. Forgive me, but it seems rather arbitrary; it doesn't make sense to me. If anything, the DC should be equal to the DC of the task you were trying to accomplish.

The thing is though, your system only puts greater and greater penalties on the original roll. You never really critically fumble or critically succeed...you just roll higher or lower than you normally would have which basically means you either pass or fail; the same as if you left it alone entirely.

There is a good reason that critical successes and failures are not part of core D&D.
 


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