I've been working on a BRP variant, and considered the following idea for handling criticals ans specials without the math. It is also slightly inspired by HARNMASTER.
Criticals: Any successful skill roll than is "doubles". I.e. 11, 22, 33, etc.
Specials: Any successful skill roll than ends in 0 or 5 (ala HARNMASTER). The exception being 55, which is a critical.
Fumbles: Any failed skill roll ending in doubles. The character gets a Luck roll to avoid the critical.
Note that this will give percentages that are very close to 10%/20% (if you toss in a Luck roll to confirm criticals, you end up close to the 5%/20%).
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