Mustrum_Ridcully
Legend
After thinking again about a few discussions on 4e regarding critical hits and background skills, I begin thinking about how to reward "skilled" characters, possible without also rewarding luck.
So, my first idea on this was to simply state different degrees of success for all skills (IIRC, there is something about this approach in the DMG or PHB) by defining what beating higher DCs means (good, extraordinary result and so on). But I disliked the idea of having to put the DCs in writing or recalculating them, and I also wanted to avoid just rewading those with luck.
So, instead, this is the approach I have taken:
o First, determine success at useful. If succesful, look at your "natural d20" roll:
- if between 16-20, you have one result point or a simple success.
- if between 11-15, you have two result points or a good success.
- if between 6-10, you have three result points or an extraordinary success
- if between 1-5, you have four result points or an perfect success.
Characters that succeed by pure chance, not by skill, get less result points. Characters that succeed due to their skill (succeeding despite a low roll) get more benefits.
What can you do with these "result points"?
Well, if you got only one, you gain nothing special. You just succeeded.
If you got more, here are some suggestions (it's a rough sketch, and to use it consistently in the system, you might want to change a lot of things):
Craft/Profession:
Divide the time needed or multiply the amount of worth generated by the number of result points.
Balance/Climb/Swim:
Multiply your normal climb/swim speed with the result points to get your effective speed. (You can't get faster than your base speed or twice your natural speed of that movement type)
Tumble:
Negate one AoO for movement per result point. (Remove the normal rule that you can ignore all AoOs)
Attacks:
You may spend each result point beyond the first to gain one of the following benefits:
o Roll weapons base damage (dice only). Useable up to once per point of critical threat range. (Critical Ranges larger than 17-20 are useless this way)
o weapons fixed damage bonus (strength, enhancement and so on), but no more often then their Critical Multiplier -1. (Critical Multipliers larger than x4 are useless this way).
o Any remaining points may be used to add +1 point of damage. (okay for weak weapons)
A natural 20 is still an automatic hit, but the normal critical hit rules do not apply.
So, my first idea on this was to simply state different degrees of success for all skills (IIRC, there is something about this approach in the DMG or PHB) by defining what beating higher DCs means (good, extraordinary result and so on). But I disliked the idea of having to put the DCs in writing or recalculating them, and I also wanted to avoid just rewading those with luck.
So, instead, this is the approach I have taken:
o First, determine success at useful. If succesful, look at your "natural d20" roll:
- if between 16-20, you have one result point or a simple success.
- if between 11-15, you have two result points or a good success.
- if between 6-10, you have three result points or an extraordinary success
- if between 1-5, you have four result points or an perfect success.
Characters that succeed by pure chance, not by skill, get less result points. Characters that succeed due to their skill (succeeding despite a low roll) get more benefits.
What can you do with these "result points"?
Well, if you got only one, you gain nothing special. You just succeeded.
If you got more, here are some suggestions (it's a rough sketch, and to use it consistently in the system, you might want to change a lot of things):
Craft/Profession:
Divide the time needed or multiply the amount of worth generated by the number of result points.
Balance/Climb/Swim:
Multiply your normal climb/swim speed with the result points to get your effective speed. (You can't get faster than your base speed or twice your natural speed of that movement type)
Tumble:
Negate one AoO for movement per result point. (Remove the normal rule that you can ignore all AoOs)
Attacks:
You may spend each result point beyond the first to gain one of the following benefits:
o Roll weapons base damage (dice only). Useable up to once per point of critical threat range. (Critical Ranges larger than 17-20 are useless this way)
o weapons fixed damage bonus (strength, enhancement and so on), but no more often then their Critical Multiplier -1. (Critical Multipliers larger than x4 are useless this way).
o Any remaining points may be used to add +1 point of damage. (okay for weak weapons)
A natural 20 is still an automatic hit, but the normal critical hit rules do not apply.
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