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General Tabletop Discussion
*Pathfinder & Starfinder
The *automatic* success/failure rule
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<blockquote data-quote="Aloïsius" data-source="post: 710900" data-attributes="member: 1191"><p>Eh ? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>You got everything confused up.</p><p></p><p>You need to be level 17 to have 20 ranks in a class skill, so you're talking about skill. Hear me out, there are no auto-fail/success for skill check, ability checks, HD rolls, etc. </p><p></p><p>The only auto-fail/success are for attack rolls and saving throws.</p><p></p><p>That rules just means that, whatever the odds, you'll hit at least 5% of time (so a fight is never totally desesperate -- barring damage reduction and other immunities), and you'll miss at least 5% of time (so the fight is never already played out). Similarly, you'll be hit and miss at least 5% of the time as well.</p><p></p><p>Same thing for save. You have 5% chance of resisting even the most dire effect, and 5% chance of succombing to even the simplest of them. I think that's a good idea. This remove one of the sheer number crunching aspect the game would have otherwise.</p><p></p><p>Leaving room for a little randomness don't hurt.</p></blockquote><p></p>
[QUOTE="Aloïsius, post: 710900, member: 1191"] Eh ? :confused: You got everything confused up. You need to be level 17 to have 20 ranks in a class skill, so you're talking about skill. Hear me out, there are no auto-fail/success for skill check, ability checks, HD rolls, etc. The only auto-fail/success are for attack rolls and saving throws. That rules just means that, whatever the odds, you'll hit at least 5% of time (so a fight is never totally desesperate -- barring damage reduction and other immunities), and you'll miss at least 5% of time (so the fight is never already played out). Similarly, you'll be hit and miss at least 5% of the time as well. Same thing for save. You have 5% chance of resisting even the most dire effect, and 5% chance of succombing to even the simplest of them. I think that's a good idea. This remove one of the sheer number crunching aspect the game would have otherwise. Leaving room for a little randomness don't hurt. [/QUOTE]
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The *automatic* success/failure rule
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