Quote:
Originally Posted by johndallman
I created a different house rule for skill rolls. You get to critical on a 6 with skill 16, a 7 with skill 27, a 8 with skill 38, and a 9 with skill 49. That's reasonably easy to remember and costs [44] for each increment to critical chances. Effective skill 27 is a level that gifted semi-realistic humans can reach, with the right talents and careful collection of conditional bonuses. 38 is the province of demi-gods.
|
Even the 1200 point PCs in my 'Traveller' game haven't got to that point yet. I think their highest skill is 32 or 34. That was the point where it finally dawned on the player that their marginal returns on skill increases was getting pretty low. In my opinion that point had been reached in the mid-20s.