Basic Roleplaying Forum

Home Forum Downloads Reviews Wiki Gallery Links

Go Back   BRP Central > The Basic Roleplaying Forum > Basic Roleplaying
Register Gallery FAQ Members List Calendar Search Today's Posts Mark Forums Read


Critical Poll

View Poll Results: What is do you prefer for Special/Critical Results?
One level of special success at 20% of skill. 0 0%
One level of special success at 10% of skill. 2 15.38%
A special success at 20% of skill and a critical result at 5% of skill. 9 69.23%
I hate this stupid poll because it doesn't have what I really want to answer. 2 15.38%
Voters: 13. You may not vote on this poll

Post New Thread  Reply
 
LinkBack Thread Tools Display Modes
  #1 (permalink)  
Old October 10th, 2007
Senior Member
 
Join Date: Sep 2007
Posts: 286
Default Critical Poll

O.k. Until we have actual game material to discuss I'll come up with some assumptions. It is a fair bet to say these options will be represented through optional rules but this is to see what people like for 'special' results, either a single special/critical result or two.
Reply With Quote
  #2 (permalink)  
Old October 10th, 2007
Senior Member
 
Join Date: Sep 2007
Posts: 513
Default

Pointless, because if the book is what has been claimed it will cover all those options and more. If you want to do polls, why don't you come up with something that has a point?
Reply With Quote
  #3 (permalink)  
Old October 10th, 2007
Senior Member
 
Join Date: Aug 2007
Posts: 252
Default

It's nice to see, sometimes, what other people are doing with the rules... which options they employ... regardless of what the rules offer.
Reply With Quote
  #4 (permalink)  
Old October 10th, 2007
Joseph Paul's Avatar
THE APOSTATE
 
Join Date: Sep 2007
Location: Indianapolis
Posts: 187
Default

Badcat - I think that is unrealistic. There needs to be a rule for specials but I can't see making variants in how the special success is defined. What it does yes (impale, slash, crush etc) but not how it is defined. If there are a lot of variants on things as basic as how specials are rolled wouldn't that affect how any scenarios are played out? I mean in one system I can bet on specialing one in five shots that I make. In another only half as many. That would change how I would fight.

Joseph Paul
Reply With Quote
  #5 (permalink)  
Old October 10th, 2007
Lord Twig's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 212
Default

It looks like most people agree on what a Special/Critical should be. I wonder if this will be the default?
Reply With Quote
  #6 (permalink)  
Old October 10th, 2007
Joseph Paul's Avatar
THE APOSTATE
 
Join Date: Sep 2007
Location: Indianapolis
Posts: 187
Default

Shall we start a "second guess" thread?

Joseph Paul
Reply With Quote
  #7 (permalink)  
Old October 10th, 2007
Trifletraxor's Avatar
Chief Beetle Breeder
 
Join Date: Aug 2007
Posts: 1,084
Images: 5
Default

I think the Mongoose idea of 10% criticals was a good one. 20% and 5% add extra calculations/looking at tables.

(See, I can say something good about Mongoose too! )

Sverre.
__________________
116/420 (gave away one!). Ef plest master, this mighty fine grub!
Reply With Quote
  #8 (permalink)  
Old October 10th, 2007
Senior Member
 
Join Date: Sep 2007
Posts: 286
Default

I was torn between 10% criticals and the RQ style special/crit. I like the simplicity of the 10% crit (I think Stormbringer uses one 10% crit as well but it has been a while), but being a RQ'er at heart I voted the more complex method. It has worked for me for over 20 years now.
Reply With Quote
  #9 (permalink)  
Old October 10th, 2007
soltakss's Avatar
RQ Fogey
 
Join Date: Sep 2007
Location: Birmingham, UK
Posts: 514
Default

Quote:
Originally Posted by Trifletraxor View Post
I think the Mongoose idea of 10% criticals was a good one. 20% and 5% add extra calculations/looking at tables.
Pah! 20% is a fifth, 5% is a 20th, both really easy to calculate on the fly.

In any case, you only need to calculate them if you roll roughly the right amount. So, if I have 60% Pedantry and I roll 40 then clearly I haven't specialled or criticalled. If I roll 05 or 15 then I need to work it out because they are close to special or critical.

It does irritate me when people say RQ was maths-heavy and hard to work out. Maybe when you add all the bonuses and penalties together it takes a bit of working out, but that's what calculators are for.
Reply With Quote
  #10 (permalink)  
Old October 10th, 2007
Sorloc's Avatar
Anti-D&D Activist
 
Join Date: Sep 2007
Location: Houston, USA
Posts: 97
Send a message via Yahoo to Sorloc
Default

For 10%, you simply move the decimal point one place to the left, correct? Easy enough for everyone?

For 5%, you halve the 10% result, for 20%, you double it.
Is everyone capable of multiplying and dividing by 2? My 7-year old is...
guess RQ math isn't beyond him yet; he will have to play dnd for a few years to get that bad at math.

62 -
10% = 6.2
5% = 3.1
20% = 12.4

33 -
10% = 3.3
5% = 1.65
20% = 6.6

89 -
10% = 8.9
5% = 4.45
20% = 17.8

It's not rocket science; even Americans should be able to do that much math.
__________________
The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done."
George Carlin (1937 - )

_____________
(92/420)
Reply With Quote
Reply Post New Thread



Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



Powered by vBulletin® Version 3.6.8
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.1.0
Powered by NuWiki v1.3 RC1 Copyright ©2006-2007, NuHit, LLC