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<blockquote data-quote="AllOlive" data-source="post: 8226452" data-attributes="member: 7030096"><p>Critical successes and critical failures are fun if they happen occastionally, but can break the game if they happen too often. If one or the other happens a combined 10% of the time (20 or 1), that's actually quite a lot — and it completely ignores the relevant skill modifier.</p><p></p><p>One reasonably simple way to do it is: when you roll a 20 or a 1, you roll an additional die, whose size depends on the DC of the task (for instance: DC9-12=d6; DC13-16=d8; DC17-20=d10; DC21-24=d12; DC25+=d20. That is to say: half the DC, rounded up to the next valid die size). If you roll under your modifier after a nat 20, that's a crit success. If you roll at or over your modifier after a nat 1, that's a crit failure. Of course if the die size is less than your modifier (that is, if you use the die sizes as suggested above, if the DC is less than or equal to twice your modifier), that means a 20 is an auto-crit and a 1 is never a crit; this task is easy for you and you can't fail that badly.</p><p></p><p>(You could maybe modify the size of the die for the extra roll based on expertise dice, but that's probably overkill. If you want to incorporate expertise dice into the chances of critical successes, it's probably better to use them to decide <em>when</em> you roll this "crit check die", not <em>how</em> you roll it.)</p><p></p><p>If you used this rule for critical fumbles (but not critical hits) with weapon attacks, I think a reasonable base die size would be d8. That way a level-1 character would probably be making critical fumbles half as often as critical hits; by level 5, that would probably be down to one fourth as often; and by level 9, it would probably never happen, unless you used a weapon you weren't proficient with. It would be easy to house-rule this down to d6 if you wanted it to be an issue that pretty much disappears after tier 1, except for non-proficient weapon use.</p></blockquote><p></p>
[QUOTE="AllOlive, post: 8226452, member: 7030096"] Critical successes and critical failures are fun if they happen occastionally, but can break the game if they happen too often. If one or the other happens a combined 10% of the time (20 or 1), that's actually quite a lot — and it completely ignores the relevant skill modifier. One reasonably simple way to do it is: when you roll a 20 or a 1, you roll an additional die, whose size depends on the DC of the task (for instance: DC9-12=d6; DC13-16=d8; DC17-20=d10; DC21-24=d12; DC25+=d20. That is to say: half the DC, rounded up to the next valid die size). If you roll under your modifier after a nat 20, that's a crit success. If you roll at or over your modifier after a nat 1, that's a crit failure. Of course if the die size is less than your modifier (that is, if you use the die sizes as suggested above, if the DC is less than or equal to twice your modifier), that means a 20 is an auto-crit and a 1 is never a crit; this task is easy for you and you can't fail that badly. (You could maybe modify the size of the die for the extra roll based on expertise dice, but that's probably overkill. If you want to incorporate expertise dice into the chances of critical successes, it's probably better to use them to decide [I]when[/I] you roll this "crit check die", not [I]how[/I] you roll it.) If you used this rule for critical fumbles (but not critical hits) with weapon attacks, I think a reasonable base die size would be d8. That way a level-1 character would probably be making critical fumbles half as often as critical hits; by level 5, that would probably be down to one fourth as often; and by level 9, it would probably never happen, unless you used a weapon you weren't proficient with. It would be easy to house-rule this down to d6 if you wanted it to be an issue that pretty much disappears after tier 1, except for non-proficient weapon use. [/QUOTE]
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