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<blockquote data-quote="ValhallaGH" data-source="post: 5022154" data-attributes="member: 41187"><p>#1 This is a matter of style, especially the level of cinematic style in a particular game. Regulating major failure to 'fumbles' makes it a matter of extreme (bad) luck, rather than a danger of attempting that which is beyond your skill.</p><p>In the context of most of the d20 system, shifting "climber falls" to a fumble is appropriate. Whether or not it is a desirable shift depends upon the style and tone of a particular table's version of d20.</p><p>Also, take a look at Disable Device and Swim, which also use the 'fail by 5+' mechanic.</p><p></p><p>#2 Yes, this is a good mechanic. </p><p>I especially like how you applied it to jump, thereby normalizing one of the least predictable skills. Also, it makes the skill a good bit saner, where characters can't be setting world records at fifth level.</p><p>Taking 10 is still really useful, since it can get you a basic success and avoid any potential of failure. In the Jump example, taking 10 gets a 19 -> 13', which is a good jump (if not the character's best possible) and well within range of clinging to the ledge.</p><p></p><p>#3 Gather Information. Disable Device (disabling parts of traps, but not other parts, leaving some danger; bonus, the base DC can come down a bit). Knowledge (which is already there, as you noted).</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5022154, member: 41187"] #1 This is a matter of style, especially the level of cinematic style in a particular game. Regulating major failure to 'fumbles' makes it a matter of extreme (bad) luck, rather than a danger of attempting that which is beyond your skill. In the context of most of the d20 system, shifting "climber falls" to a fumble is appropriate. Whether or not it is a desirable shift depends upon the style and tone of a particular table's version of d20. Also, take a look at Disable Device and Swim, which also use the 'fail by 5+' mechanic. #2 Yes, this is a good mechanic. I especially like how you applied it to jump, thereby normalizing one of the least predictable skills. Also, it makes the skill a good bit saner, where characters can't be setting world records at fifth level. Taking 10 is still really useful, since it can get you a basic success and avoid any potential of failure. In the Jump example, taking 10 gets a 19 -> 13', which is a good jump (if not the character's best possible) and well within range of clinging to the ledge. #3 Gather Information. Disable Device (disabling parts of traps, but not other parts, leaving some danger; bonus, the base DC can come down a bit). Knowledge (which is already there, as you noted). [/QUOTE]
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