Quote:
Originally Posted by gilbertocarlos
What you want is something that changes criticals, unfornutely, criticals are already too biased in GURPS, since skills of 16+ are common, most rolls have 10% chance of success, only .5% chance of failure. Also, because combat criticals are very powerful, it would be very unbalanced indeed.
What you can have is a perk, allowing criticals on a 7, but making 16+ a critical failure.
|
Actually, I didn't intend for criticals higher than 6, but rather some effect on the possibility of getting a wider/narrower crit range in addition to normal skill modifiers. Also, perhaps some adjustments to the 3d roll for the
type of critical.