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#1 |
Join Date: May 2024
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Automatic & critical success rolls, and automatic failure & fumble rolls?
I don't use them. If you have adjDx 18+, you will succeed on a 3-die roll even if you roll an '18', and if you have adjDx 2 or less, you will fail even if you roll a '3.' And those very high or low rolls are in no way special. The closest I come is my rule for "cheap and shoddy" weapons: These break on a roll of '3.' Which means that when they break, it's usually on a successful hit (but not a hit for extra damage - a '3' still doesn't give you that) rather than a wild swing & miss. Improvised weapons usually - but not always - count as "cheap and shoddy." (Now let the cries of "Anathema!" and "Burn the heretic!" begin.)
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I was denied tenure at IOU. |
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#3 |
Join Date: Sep 2018
Location: North Texas
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I use them, but modified and adjusted for significant penalties or bonuses.
My baseline thresholds are these... On 2 dice: 3 or less = auto success 12 = auto failure On 3 dice: 3 = superior success (double damage/effect plus critical effect) 4 = critical success (double damage/effect) 5 or less = auto success 17 or more = auto failure 18 = critical failure (fumble effect) On 4 dice: 4 = superior success 5 = critical success 7 or less = auto success 21 or more = auto failure 22 or 23 = critical failure 24 = superior failure On 5 dice: 5 = superior success 6 or 7 = critical success 9 or less = auto success 25 or more = auto failure 27 or 28 = critical failure 29 or 30 = superior failure On 6 dice: 6 or 7 = superior success 8 or 9 = critical success 11 or less = auto success 29 or more = auto failure 31 to 33 = critical failure 34 to 36 = superior failure On 7 dice: 7 or 8 = superior success 9, 10 or 11 = critical success 13 or less = auto success 33 or more = auto failure 35 to 38 = critical failure 39 to 42 = superior failure On 8 dice: 8, 9 or 10 = superior success 11, 12 or 13 = critical success 15 or less = auto success 36 or more = auto failure 39 to 43 = critical failure 44 to 48 = superior failure The number of dice represent a task's inherent 'degree of difficulty' in my system while modifiers (positive or negative) are associated with non-inherent factors that impact one's ability to perform the task. These modifiers will also effect the application of critical and superior die results. For example... -1 to -3 = Somewhat Hard (no adjustment) -4 to -6 = Moderately Hard (adjust by one step so on 3-dice auto success on a 4 and a normal critical success is on a 3) -7 to -9 = Very Hard (adjust by two steps so on 3-dice both critical and superior success drop off and auto success only happens on a 3). A total penalty of -10 (or higher) represents something that is 'nigh impossible' IMO so there won't be any chance of even auto success. P.S. This also effectively kills the 'blob' archetype which I have long disliked.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 09-02-2024 at 03:25 PM. |
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#4 |
Join Date: Aug 2004
Location: Pacheco, California
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I'm a bit less generous about critical successes on high dice rolls and simply continue the pattern established from 3d -> 4d
https://www.hcobb.com/tft/TFT_Saving...rcentages.html
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-HJC |
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