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<blockquote data-quote="The_Universe" data-source="post: 1760473" data-attributes="member: 8944"><p>Of course, a personalized bonus <em>could </em>be anything. </p><p> </p><p>However, the problem I saw with trying any of the numerous suggestions you made had to do with consistency in the rules. For whatever reason, it seems that mundane equipment quality in Dungeons and Dragons can only modify the chance of success of a particular action. It almost never alters the severity of that success (or failure). </p><p> </p><p>Masterworking equipment (which is in my mind closely linked, although not identical to, personalized equipment) adds +1 (or ocaisonally more) to the attack or skill roll, but never to damage. Weapons get the +1 to attack while damage remains unmodified. Thieves tools, for example, also simply add a bonus to ones disable device or open lock checks. It's all about the chance of success vs. failure, as opposed to what happens <em>after </em>you've succeeded or failed. </p><p> </p><p>Since the personalized quality is also entirely mundane in nature, I thought it should work in the same general fashion as the other mundane quality it most-closely resembled. </p><p> </p><p>I hope that made sense. Feel free to try to change my mind - I'm not hard to influence.</p></blockquote><p></p>
[QUOTE="The_Universe, post: 1760473, member: 8944"] Of course, a personalized bonus [i]could [/i]be anything. However, the problem I saw with trying any of the numerous suggestions you made had to do with consistency in the rules. For whatever reason, it seems that mundane equipment quality in Dungeons and Dragons can only modify the chance of success of a particular action. It almost never alters the severity of that success (or failure). Masterworking equipment (which is in my mind closely linked, although not identical to, personalized equipment) adds +1 (or ocaisonally more) to the attack or skill roll, but never to damage. Weapons get the +1 to attack while damage remains unmodified. Thieves tools, for example, also simply add a bonus to ones disable device or open lock checks. It's all about the chance of success vs. failure, as opposed to what happens [i]after [/i]you've succeeded or failed. Since the personalized quality is also entirely mundane in nature, I thought it should work in the same general fashion as the other mundane quality it most-closely resembled. I hope that made sense. Feel free to try to change my mind - I'm not hard to influence. [/QUOTE]
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