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Encumbrance Variant
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<blockquote data-quote="Sadras" data-source="post: 7067337" data-attributes="member: 6688277"><p>A possible way to incorporate the variant rule is by making armour more significant. In an effort to make fights deadlier with the ever inflatable hit point pool, I've thought of imposing (stealing) a rule from the Westeros RPG system whereby every 5 above the required number reflects an additional success. So if the target AC is 17 and one manages to obtain a 22 on the roll (inclusive of bonuses), then the damage die of the weapon/spell is rolled a second time (like the standard rules for a natural 20). </p><p>That would certainly increase the value of heavier armour when attempting to mitigate further damage from additional successes. </p><p> </p><p>With spells saves (such as fireball), it would mean a failure of 5 or more, but I haven't yet sat down to think how armour would play a roll in that as yet.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7067337, member: 6688277"] A possible way to incorporate the variant rule is by making armour more significant. In an effort to make fights deadlier with the ever inflatable hit point pool, I've thought of imposing (stealing) a rule from the Westeros RPG system whereby every 5 above the required number reflects an additional success. So if the target AC is 17 and one manages to obtain a 22 on the roll (inclusive of bonuses), then the damage die of the weapon/spell is rolled a second time (like the standard rules for a natural 20). That would certainly increase the value of heavier armour when attempting to mitigate further damage from additional successes. With spells saves (such as fireball), it would mean a failure of 5 or more, but I haven't yet sat down to think how armour would play a roll in that as yet. [/QUOTE]
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