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#11 |
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Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
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#12 | ||
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Join Date: Sep 2004
Location: Torino, Italy
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Quote:
Quote:
Even 30pts Luck (granting 1 reroll per half-hour) will save you from most critical failures.
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#13 |
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Join Date: Jun 2006
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Although note that if you don't roll, you can't get a critical *success* either, and with a combat skill at 18+ those are likely to be common enough to be pretty valuable. Paying a point for the ability to give them up to avoid any risk of critical failure isn't going to be very abusive.
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-- MA Lloyd |
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#14 |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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I'd be pretty comfortable with a Perk that means if you roll a Critical Failure you roll again and it's only a Critical Failure if you roll a failure on the second roll; if you succeed, it's a regular failure. (much like the old method of checking for malfunctions with things that had very high reliability).
This Perk should be per-Skill, I think. The difference between a failure and a Critical Failure is significant, but not so great that I'm that worried. For someone with an Effective Skill of 16 or more, it's only going to come up 0.5% of the time, so whatever. |
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#15 |
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Join Date: Dec 2006
Location: Meifumado
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High-skill fighters won't see so many crit fails on their own rolls, but their high-skill opponents' crit successes on defense rolls can be annoying.
I had a skill 28-something swordsman falling about like Buster Keaton because the GM kept rolling crits on enemy Dodges and Parries. A Perk to avoid that nonsense would be nice.
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
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| no critical failure, no nuisance rolls, perks |
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