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<blockquote data-quote="A'koss" data-source="post: 1971522" data-attributes="member: 840"><p>Where do you think I stole the idea... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Thanks! Actually, I hadn't thought about flurry of blows... but your idea sounds pretty good.</p><p> </p><p>Continuing with the changes I'd look at making...</p><p> </p><p>Open-Ended Rolls... I've used them for a long time and love 'em. Anytime you roll d20 and get a N20, you roll again and add. Skills, Attack Rolls, Saves, Critical Hits (see below), etc.</p><p> </p><p>Critical Hits... They are a bit heavy handed in the core game IMO (too many LL deaths...) but I do like the idea of potentially unloading a real devastating blow. I might change it to what I used in our low magic game - If you roll 10 or more above what you need to hit, regardless of weapon, you inflict Max. Damage + Normal Damage. For each additional 10 you beat the minimum number to hit you roll for damage normally again and add to the total. </p><p> </p><p>Critical Saves... Same idea as Critical Hits. Roll 10 higher than you need to save and you reduce the effects (if any) by half. Roll 20 higher than you need to save and you completely negate any effect. Since I would be instituting some kind of Resolve Point scheme (Will Save powers, among other things, now inflict Resolve Damage instead of all or nothing) critical success is quite widely useful.</p><p> </p><p>Critical Skill Success... You get the idea... Roll 10 or more above what you need to accomplish the task and you get some special perk (dependent on the skill). With open ended rolls you can achieve some fantastic things if you roll well enough.</p><p> </p><p>Spell Resistance... +X to Save vs. Magic. With Critical Saves, you get the idea where this is going... Obviously, this takes away that extra roll and very little chance your wizard's spells won't have at least *some* effect on the spell resistant target. </p><p> </p><p>Probably enough for today...</p><p> </p><p>Cheers!</p><p> </p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1971522, member: 840"] Where do you think I stole the idea... :D Thanks! Actually, I hadn't thought about flurry of blows... but your idea sounds pretty good. Continuing with the changes I'd look at making... Open-Ended Rolls... I've used them for a long time and love 'em. Anytime you roll d20 and get a N20, you roll again and add. Skills, Attack Rolls, Saves, Critical Hits (see below), etc. Critical Hits... They are a bit heavy handed in the core game IMO (too many LL deaths...) but I do like the idea of potentially unloading a real devastating blow. I might change it to what I used in our low magic game - If you roll 10 or more above what you need to hit, regardless of weapon, you inflict Max. Damage + Normal Damage. For each additional 10 you beat the minimum number to hit you roll for damage normally again and add to the total. Critical Saves... Same idea as Critical Hits. Roll 10 higher than you need to save and you reduce the effects (if any) by half. Roll 20 higher than you need to save and you completely negate any effect. Since I would be instituting some kind of Resolve Point scheme (Will Save powers, among other things, now inflict Resolve Damage instead of all or nothing) critical success is quite widely useful. Critical Skill Success... You get the idea... Roll 10 or more above what you need to accomplish the task and you get some special perk (dependent on the skill). With open ended rolls you can achieve some fantastic things if you roll well enough. Spell Resistance... +X to Save vs. Magic. With Critical Saves, you get the idea where this is going... Obviously, this takes away that extra roll and very little chance your wizard's spells won't have at least *some* effect on the spell resistant target. Probably enough for today... Cheers! A'koss. [/QUOTE]
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