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[Rules Compendium] Degree of Success/Failure Informs the Narrative
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<blockquote data-quote="Haffrung Helleyes" data-source="post: 3838622" data-attributes="member: 1068"><p><strong>degree of success</strong></p><p></p><p>I think that degree of success is an important concept that's missing from D20.</p><p></p><p>I actually prefer RuneQuest's version .. In runequest, a die roll can be a fumble, a failure, a success, a special success, and a critical success.</p><p></p><p>Key to RuneQuest's degree of success concept is that degree of success is measured as a percentage, not as a flat number.</p><p></p><p>For example, if I have a 50% chance to hit someone, then my chance to get a special success is 10% (20% of 50%) and my chance to get a critical success is 2% (5% of 50%, rounded down). My chance to fumble is 3%, if I recall correctly.</p><p></p><p>I like this because even at high skill levels, randomness in outcome is preserved, since special and critical successes will always be rare.</p><p></p><p>Also, opposed rolls on skill checks can get interesting. You can say, for example, that if someone achieves a special success to spot a rogue, then he has to make a special hide roll to avoid being seen, rather than simply beating them in an opposed check. With this system, high level rogues can't _always_ avoid being spotted by the fighers (as they can in straight d20).</p><p></p><p>The problem with this way of doing things, of course, is that the math is more complicated than what D20 considers appropriate. I can see why they didn't go in this direction; some people in my D&D games have had problems calculating their bonuses without a calculator.</p><p></p><p>Ken</p></blockquote><p></p>
[QUOTE="Haffrung Helleyes, post: 3838622, member: 1068"] [b]degree of success[/b] I think that degree of success is an important concept that's missing from D20. I actually prefer RuneQuest's version .. In runequest, a die roll can be a fumble, a failure, a success, a special success, and a critical success. Key to RuneQuest's degree of success concept is that degree of success is measured as a percentage, not as a flat number. For example, if I have a 50% chance to hit someone, then my chance to get a special success is 10% (20% of 50%) and my chance to get a critical success is 2% (5% of 50%, rounded down). My chance to fumble is 3%, if I recall correctly. I like this because even at high skill levels, randomness in outcome is preserved, since special and critical successes will always be rare. Also, opposed rolls on skill checks can get interesting. You can say, for example, that if someone achieves a special success to spot a rogue, then he has to make a special hide roll to avoid being seen, rather than simply beating them in an opposed check. With this system, high level rogues can't _always_ avoid being spotted by the fighers (as they can in straight d20). The problem with this way of doing things, of course, is that the math is more complicated than what D20 considers appropriate. I can see why they didn't go in this direction; some people in my D&D games have had problems calculating their bonuses without a calculator. Ken [/QUOTE]
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