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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Degree of Success/Failure - esp for Skill Checks
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<blockquote data-quote="rules.mechanic" data-source="post: 8124165" data-attributes="member: 7025773"><p>Thanks both, I think degrees of success/failure feels straightforward for Ability Checks since there are less other rules to consider there. The trickier bit comes if expanding out to Saving Throws etc.</p><p></p><p>I like both your examples [USER=27385]@aco175[/USER] and the rogues's Evasion is still dramtically more effective for hard saves and since specific beats general, it also spares them from a bad miss!</p><p></p><p>[USER=6915329]@Jessica Wolfman[/USER] , I agree about the table complexity, probably best just used as a way of laying things out for discussions like these!</p><p></p><p>And also agree that effects in monster/spell descriptions are just as good for saves etc and could work to similar guidelines, although generic rules might be easier for compatibility with other sources. </p><p></p><p>Good catch with the moot success options - I wanted to borrow existing mechanisms to fit existing scales and effects. It's related to that same issue of effects in descriptions versus generically, so would need to use the "specific beats general" rule for overlaps. </p><p></p><p>Fumbles aren't a real 5e thing but many groups use them in some way so I wanted to leave space for that - especially if someone defines a good rule (I like backfires for ability checks and magic, wrong target for ranged attacks, and opportunity attacks in melee unless rescued as a reaction or by losing your next attack)</p><p></p><p>I think your alternative damage scaling options are equally valid alternatives - there are probably a few different ways to go about this, and I think any could work. I especially like your idea of a category around saves for conditions.</p><p></p><p>I don't play Pathfinder but I have heard that criticals there are +10. </p><p></p><p>I should add that the Attack Roll degrees of success is a bit of a niche add-on so I'll maybe leave that and only go into it in a separate post if there's interest. But maybe I should briefly add that damage tiers effectively means armour-as-damage-reduction (was adapted from a longstanding house rule of ours to better fit success steps of 5).</p></blockquote><p></p>
[QUOTE="rules.mechanic, post: 8124165, member: 7025773"] Thanks both, I think degrees of success/failure feels straightforward for Ability Checks since there are less other rules to consider there. The trickier bit comes if expanding out to Saving Throws etc. I like both your examples [USER=27385]@aco175[/USER] and the rogues's Evasion is still dramtically more effective for hard saves and since specific beats general, it also spares them from a bad miss! [USER=6915329]@Jessica Wolfman[/USER] , I agree about the table complexity, probably best just used as a way of laying things out for discussions like these! And also agree that effects in monster/spell descriptions are just as good for saves etc and could work to similar guidelines, although generic rules might be easier for compatibility with other sources. Good catch with the moot success options - I wanted to borrow existing mechanisms to fit existing scales and effects. It's related to that same issue of effects in descriptions versus generically, so would need to use the "specific beats general" rule for overlaps. Fumbles aren't a real 5e thing but many groups use them in some way so I wanted to leave space for that - especially if someone defines a good rule (I like backfires for ability checks and magic, wrong target for ranged attacks, and opportunity attacks in melee unless rescued as a reaction or by losing your next attack) I think your alternative damage scaling options are equally valid alternatives - there are probably a few different ways to go about this, and I think any could work. I especially like your idea of a category around saves for conditions. I don't play Pathfinder but I have heard that criticals there are +10. I should add that the Attack Roll degrees of success is a bit of a niche add-on so I'll maybe leave that and only go into it in a separate post if there's interest. But maybe I should briefly add that damage tiers effectively means armour-as-damage-reduction (was adapted from a longstanding house rule of ours to better fit success steps of 5). [/QUOTE]
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Degree of Success/Failure - esp for Skill Checks
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