Quote:
Originally Posted by badcat
The 10% has always been my favorite method, but another way to have a fast critical or special that takes advantage of the percentile granularity is to go with 5% skill increments and use 20% special with no critical. It is almost as effortless as 10%. As in RQ2, drop the 5% critical. The weapon damage by itself creates the 'critical'.
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I used 10% in my SB games in the past. Its simple to calculate on the fly and absolutely ok. OTOH 20%/5% ist just another layer of damage results for different weapon types which can be fun and lead sometimes to interesting situations (see above). I mean, 20/5 does not make BRP much more complicated, no? Whatever - I like both systems.