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General Tabletop Discussion
*TTRPGs General
The Quality Contest: Better Than the Crit?
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<blockquote data-quote="GMMichael" data-source="post: 9462397" data-attributes="member: 6685730"><p>Indeed.</p><p></p><p></p><p>Slowing things down isn't always bad. Ever notice how you feel when watching a movie's combat scene and a critical blow lands, and that blow is in slow-mo or the shot zooms in on the hit? Same thing here. The maths shouldn't be too hard - it's the same thing as the prior contest, but this one has a new target number, influenced by the PC's skill level. The maths of the first roll can be simplified for the second - since the bonus would be the same as the first roll, the PC only needs to roll higher on the die than the prior number on the die.</p><p></p><p></p><p>This is a type of operation that a quality roll seeks to avoid (AKA the degree of success). The idea is that it's easier* to perform another attack roll - the exact procedure of the first roll - than to add a new operation to the first roll, in this case, adding or subtracting 5 before doing the greater/less than test. </p><p></p><p>*and maybe more importantly, more respectful of the character's attributes (skill). I ran some sloppy numbers, and it looks like a combatant's quality/crit numbers go up exponentially with skill. (Versus linear improvement with Critical Hit rules?)</p><p></p><p></p><p>This looks like fun, sort of like adding a Savage Worlds skill die to a D&D attack roll. But I'm not seeing the simplicity savings:</p><p></p><p>Make attack roll as normal.</p><p>Check for 20 roll.</p><p>Roll d6, check for crit result based on character skill.</p><p></p><p>versus</p><p></p><p>Make attack roll as normal.</p><p>Check for success.</p><p>Make attack roll against prior result, success is crit.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9462397, member: 6685730"] Indeed. Slowing things down isn't always bad. Ever notice how you feel when watching a movie's combat scene and a critical blow lands, and that blow is in slow-mo or the shot zooms in on the hit? Same thing here. The maths shouldn't be too hard - it's the same thing as the prior contest, but this one has a new target number, influenced by the PC's skill level. The maths of the first roll can be simplified for the second - since the bonus would be the same as the first roll, the PC only needs to roll higher on the die than the prior number on the die. This is a type of operation that a quality roll seeks to avoid (AKA the degree of success). The idea is that it's easier* to perform another attack roll - the exact procedure of the first roll - than to add a new operation to the first roll, in this case, adding or subtracting 5 before doing the greater/less than test. *and maybe more importantly, more respectful of the character's attributes (skill). I ran some sloppy numbers, and it looks like a combatant's quality/crit numbers go up exponentially with skill. (Versus linear improvement with Critical Hit rules?) This looks like fun, sort of like adding a Savage Worlds skill die to a D&D attack roll. But I'm not seeing the simplicity savings: Make attack roll as normal. Check for 20 roll. Roll d6, check for crit result based on character skill. versus Make attack roll as normal. Check for success. Make attack roll against prior result, success is crit. [/QUOTE]
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