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![]() Sverre.
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116/420 (gave away one!). Ef plest master, this mighty fine grub! |
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When I worked on houseruling MRQ, I operated with 10% critical hits and 1% perfect hits. Very easy to calculate, and the combat flavour remained. I also made fumbles easier to know by heart. I have no problems calculating criticals and specials, but with some do, and it bogs down the game a bit. Not much, but I find it kindoff unnecessary. I prefer not having to calculate at all. Sverre.
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116/420 (gave away one!). Ef plest master, this mighty fine grub! |
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My preference would have been to remove them and make the system that much easier to grok. |
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True, thus 'not that bad'. But I still like the 10% better; for me it lets me relax and get into developing the plot and enjoying the game. Sometimes every little bit you simplify helps. And as Sverre just pointed out you don't lose all that much of the 'flavor'.
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Some of the RQ sheets even had room to put the crit and special number in with the weapon stats. Fairly useful, although modifers often made the numbers invalid. Still, a player who had a 4% critical chance before Bladesharp, was pretty confident when he rolled an 04 or 05 while under a bladesharp. |
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The FileMaker Pro database I use prints the %, the critical chance, and the fumble chance, each in a different color, so it's right there for ya. |