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*TTRPGs General
Removing homogenity from 4e
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<blockquote data-quote="Barastrondo" data-source="post: 4919018" data-attributes="member: 3820"><p>Well, super rolling has two basic benefits: one, it lets you pull off a Hard difficulty check, and two (though this really depends on the group), it tends to have some roleplaying impact. It might be improvised as a mechanical benefit — if you pass a Diplomacy check by 20, you may wind up making the target particularly impressed, and the next Diplomacy check gets a +2 bonus. Or maybe it's just a straight-up roleplaying thing wherein if you pass your Acrobatics check by 20, you look <em>damn good</em>. That is of zero utility to some groups, but in other groups, looking damn good is not only fun, but critical successes and critical failures can help shape how you see your character. </p><p></p><p>Characters with maxed-out skills or lucky rolls tend to acquire a reputation in the games I've seen. There's almost a mystical reverence for the shifter priestess of the moon goddess who seems to perceive everything, and the feylock attracts friends easily because of his tendency to excel even on casual Diplomacy checks (before using Beguiling Tongue, no less).</p><p></p><p>I admit this is really dependent on the group, though. Whereas our group might really groove on a "critical" success or failure on a negotiation check or an athletic endeavor, and work it into roleplaying, others might just shrug and move on. </p><p></p><p></p><p></p><p>And the ability to still succeed if you roll like the poop. That's worth a lot with the basic d20 resolution; it would be less significant if you were using 3d6 or something that rolled on a curve, but the ability to succeed on a 5 is more frequently relevant than I would personally like it to be.</p><p></p><p></p><p></p><p>I dunno if that's the intention. It seems more like the desire to make your skill choices relevant outside of appropriate roleplaying situations, and relevant in any combat you get into. It doesn't seem to be so much "man, I wish I had more reward for beating a check by 10" as "man, I wish I could use my training in Bluff in some way against this behir."</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4919018, member: 3820"] Well, super rolling has two basic benefits: one, it lets you pull off a Hard difficulty check, and two (though this really depends on the group), it tends to have some roleplaying impact. It might be improvised as a mechanical benefit — if you pass a Diplomacy check by 20, you may wind up making the target particularly impressed, and the next Diplomacy check gets a +2 bonus. Or maybe it's just a straight-up roleplaying thing wherein if you pass your Acrobatics check by 20, you look [I]damn good[/I]. That is of zero utility to some groups, but in other groups, looking damn good is not only fun, but critical successes and critical failures can help shape how you see your character. Characters with maxed-out skills or lucky rolls tend to acquire a reputation in the games I've seen. There's almost a mystical reverence for the shifter priestess of the moon goddess who seems to perceive everything, and the feylock attracts friends easily because of his tendency to excel even on casual Diplomacy checks (before using Beguiling Tongue, no less). I admit this is really dependent on the group, though. Whereas our group might really groove on a "critical" success or failure on a negotiation check or an athletic endeavor, and work it into roleplaying, others might just shrug and move on. And the ability to still succeed if you roll like the poop. That's worth a lot with the basic d20 resolution; it would be less significant if you were using 3d6 or something that rolled on a curve, but the ability to succeed on a 5 is more frequently relevant than I would personally like it to be. I dunno if that's the intention. It seems more like the desire to make your skill choices relevant outside of appropriate roleplaying situations, and relevant in any combat you get into. It doesn't seem to be so much "man, I wish I had more reward for beating a check by 10" as "man, I wish I could use my training in Bluff in some way against this behir." [/QUOTE]
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