Variant for probability checks- Degrees of Success

This is something I had in mind, mainly because

1) Combat isn't the only thing where you can have a "critical" success.
2) Some successes can be more critical than others.

This is the idea:

If a check was to beat the DC by 10, it would be a critical success.

15- Phenomenal

20- Legendary (and possibly game-breaking)

The same thing works for failures, with 10, 15 and 20 less than the DC being required.

For attacks, weapons with a threat range lower than 20 would instead have their critical thresholds reduced by 1 (9, 14, 19) per number, minimum 0. Improved Critical and Keen edge would each lower this threshold by 2.

A natural (whatever would be required) is still a critical.

For phenomenal hits, maximum damage is applied (before the multiplier)

For legendary hits, the value of the weapon damage roll (without multipliers or modifiers) is the amount of constitution damage (or other damage) also dealt by the attack. Other abilities may be damaged instead if the Locations variant is being used. This is in addition to the phenomenal bonus.

Critical misses provoke an attack of opportunity
Phenomenal misses cause a -10 penalty to the next initiative roll in addition to an AoO
Legendary misses force the weapon to save or become shattered, as per the Reflex Save Rule of One, in addition to the Initiative penalty and the AoO.

The Rules of 20 and 1 still apply if the DM so wishes.

For skill checks and saving throws, degrees of success are determined by the DM. My suggestion for Saves is that a critical success negates that which would be halved, a phenomenal success grants a +10 circumstance to the next save against that kind of attack, and a legendary grants immunity to that type of attack for the next 1d6 hours.

What do you think?
 

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