Phaedrus said:Isn't that what the "roll of 1 always fails" rule is for?
Even the best of the best mess up sometimes?
But if you take 10, you're not rolling, so no fail chance. Perhaps make everyone roll every time, just to verify they don't get a 1?
I'm taking 10 on this.
OK, roll to verify you don't get a 1.
A 19!!
Nope, you took 10, remember?
In my opinion there's plenty of randomness. You can't use take-10 all the time after all. But that's me.Tatsukun said:I guess I like some randomness in the game, it makes it more like real life.
See above - that rule does not apply to skill checks.I think that a rogue with a +10 use rope score will never fail to tie his shoes. That’s why I don’t use the “a 1 is always a fail” rule.
Erm, how do you figure that?If you have a +10 to move and hide, and a bunch of trolls have a +8 (with all the circumstance bonuses) to listen and spot you are still never, ever, going to be seen.
Well the game is always an evolution. At low levels, skill points are insignificant - the randomness of the d20 carries more weight. But at higher levels, it matters less. Characters have skills they're good at, and most NPCs won't beat a character in a strong skill.I just think this makes skill points much more powerful. Maybe that’s OK and I just have to adjust to it.
But if you're not rushed, or in combat, why would you step on a twig? I guess I'm just not seeing the problem. Have you encountered specific issues with this in your game?But I would like to see a way to include freak occurrences. Just because you are 5th level doesn’t mean that you never, ever, step on a twig and get heard. Then again, I'm not sure how to fix it.
Phaedrus said:So how do you always succeed at simple things yet still risk failing at more difficult (less mundane) things?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.