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What do you want out of crafting rules?
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<blockquote data-quote="DND_Reborn" data-source="post: 8213422" data-attributes="member: 6987520"><p>I'm glad it cleared it up.</p><p></p><p>I am in the boat that ultimate failure should be possible, but if you have a reasonable modifier (+5 or better, which isn't hard IME for a PC that <em>wants</em> to do this thing), that chance should be very small. This is why we house-rule a natural 1 is that level of complete failure, but there are caveats to it. The work goes into more detail of course, and like everything using it is entirely optional, but I think it is better to include it and allow people to not use it then not have it included in the first place.</p><p></p><p>I'll give you an example with our critical fumble rule for attacks: If you roll a natural 1 and require a 2 or higher to hit, a critical fumble might occur. You make another roll against a DC 15. If that fails, you have a mishap (dropped weapon, etc.) and roll again. If the second DC 15 roll also fails, you have a disaster (weapon breaks, hit ally, etc.). This makes it so it isn't just a blanket 1 in 20 chance for bad things, and as your attack bonus increases, you are less and less likely to face a mishap or even a disaster since you are more likely to make subsequent rolls.</p><p></p><p>For some groups, the extra rolls might seem like a waste of time. For my tables, we like it. They are rare (only 1 in 20 to start), and most make the first check, but sometimes it runs the full course to a disaster! Yes, it <em>can</em> be humorous, but it can also lead to dramatic tension.</p><p></p><p>Recently in our Frostmaiden game, a dwarf rogue was attacking a deurgar. He rolled a nat 1, and failed both of the following checks. The result was narrated as: "You swing wildly as you scurry over the ogre zombie's corpse, trying to help your ally against the enlarged deurgar. Your footing gives way in the zombie ooze and you twist, falling backwards towards the pit!" The PC has to make a DEX save to catch the ledge and avoid falling into the pit. Regardless, he dropped he weapon while trying to catch himself and his axe went to the bottom of the pit 25 feet below. Unfortunately for him, he was able to retreive is when the deurgar grappled him and tossed him into the pit anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8213422, member: 6987520"] I'm glad it cleared it up. I am in the boat that ultimate failure should be possible, but if you have a reasonable modifier (+5 or better, which isn't hard IME for a PC that [I]wants[/I] to do this thing), that chance should be very small. This is why we house-rule a natural 1 is that level of complete failure, but there are caveats to it. The work goes into more detail of course, and like everything using it is entirely optional, but I think it is better to include it and allow people to not use it then not have it included in the first place. I'll give you an example with our critical fumble rule for attacks: If you roll a natural 1 and require a 2 or higher to hit, a critical fumble might occur. You make another roll against a DC 15. If that fails, you have a mishap (dropped weapon, etc.) and roll again. If the second DC 15 roll also fails, you have a disaster (weapon breaks, hit ally, etc.). This makes it so it isn't just a blanket 1 in 20 chance for bad things, and as your attack bonus increases, you are less and less likely to face a mishap or even a disaster since you are more likely to make subsequent rolls. For some groups, the extra rolls might seem like a waste of time. For my tables, we like it. They are rare (only 1 in 20 to start), and most make the first check, but sometimes it runs the full course to a disaster! Yes, it [I]can[/I] be humorous, but it can also lead to dramatic tension. Recently in our Frostmaiden game, a dwarf rogue was attacking a deurgar. He rolled a nat 1, and failed both of the following checks. The result was narrated as: "You swing wildly as you scurry over the ogre zombie's corpse, trying to help your ally against the enlarged deurgar. Your footing gives way in the zombie ooze and you twist, falling backwards towards the pit!" The PC has to make a DEX save to catch the ledge and avoid falling into the pit. Regardless, he dropped he weapon while trying to catch himself and his axe went to the bottom of the pit 25 feet below. Unfortunately for him, he was able to retreive is when the deurgar grappled him and tossed him into the pit anyway. ;) [/QUOTE]
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