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Quote:
Seriously, its not that people can't divide by ten and then halve, its more a case that you have to do that whilst you have a mind swimming with other things - like keeping a mental track of what's happening in a combat, who's injured, who's readying magic, who's leaping in with a kung-fu kick, and what tactics the GM-controlled adversaries are doing. For a crit, dividing by 10 is a cinch for a slow mental multi-tasker like me. But to divide by ten AND THEN halve/double the result (and am I rounding up, down or to the nearest?) adds another layer of brain-stuff to an already stuffed-brain. Then you might need to cross ref that special success with a crit to determine the appropriate result, as I've pointed out before. Of course, you can build character sheets that have the skill success granularities annotated, and that's a Good Thing, but if you're a GM and working with stats for lots of creatures, or a pre-published adventure, you may not have time to prep all those calculations yourself. This is the reason I don't like Specials. Not because the math is intrinsically hard, but simply because it slows me down considerably. But your Brains (and BRP) May Vary! (and no. I hate using a calculator at the gaming table. Besides, you can always guarantee that the batteries will conk or the solar-cell's knackered). There are sliderules, I suppose... and log tables...
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Pray, and pass the ammunition |
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But, most of the time you don't need to calculate specials and criticals.
If I have 70% skill and roll a 50 it's obvious it's a normal hit. If I roll 01 then I have criticalled, no need to work it out. If I roll 02-06 then I need to work out if it is a special or critical. If I roll under 20 then I need to work out if it's a special or normal roll. Other than that, there's no need to work out the chances beforehand. In any case, here's a quick list of skills and their special (20%), critical (5%) and fumble chance. I've based it on RQ3 calculations as I don't have the BRP method to hand. I've also ignored success and failure chances as they should be easy to calculate. Just print it out and hey presto you don't need to do any maths at all. Code:
Range Critical Special Fumble -------- -------- -------- -------- 1-7 1 96-100 8-12 1 2 96-100 13-17 1 2-3 96-100 18-22 1 2-4 96-100 23-27 1 2-5 96-100 28-29 1 2-6 96-100 30-30 1-2 3-6 96-100 31-32 1-2 3-6 97-100 33-37 1-2 3-7 97-100 38-42 1-2 3-8 97-100 43-47 1-2 3-9 97-100 48-49 1-2 3-10 97-100 50-50 1-3 4-10 97-100 51-52 1-3 4-10 98-100 53-57 1-3 4-11 98-100 58-62 1-3 4-12 98-100 63-67 1-3 4-13 98-100 68-69 1-3 4-14 98-100 70-70 1-4 5-14 98-100 71-72 1-4 5-14 99-100 73-77 1-4 5-15 99-100 78-82 1-4 5-16 99-100 83-87 1-4 5-17 99-100 88-89 1-4 5-18 99-100 90-90 1-5 6-18 99-100 91-92 1-5 6-18 100 93-97 1-5 6-19 100 98-102 1-5 6-20 100 103-107 1-5 6-21 100 108-109 1-5 6-22 100 110-112 1-6 7-22 100 113-117 1-6 7-23 100 118-122 1-6 7-24 100 123-127 1-6 7-25 100 128-129 1-6 7-26 100 130-132 1-7 8-26 100 133-137 1-7 8-27 100 138-142 1-7 8-28 100 143-147 1-7 8-29 100 148-149 1-7 8-30 100 150-152 1-8 9-30 100 153-157 1-8 9-31 100 158-162 1-8 9-32 100 163-167 1-8 9-33 100 168-169 1-8 9-34 100 170-172 1-9 10-34 100 173-177 1-9 10-35 100 178-182 1-9 10-36 100 183-187 1-9 10-37 100 188-189 1-9 10-38 100 190-192 1-10 11-38 100 193-197 1-10 11-39 100 198-202 1-10 11-40 100 203-207 1-10 11-41 100 208-209 1-10 11-42 100 210-212 1-11 12-42 100 213-217 1-11 12-43 100 218-222 1-11 12-44 100 223-227 1-11 12-45 100 228-229 1-11 12-46 100 230-232 1-12 13-46 100 233-237 1-12 13-47 100 238-242 1-12 13-48 100 243-247 1-12 13-49 100 248-249 1-12 13-50 100 250-252 1-13 14-50 100 253-257 1-13 14-51 100 258-262 1-13 14-52 100 263-267 1-13 14-53 100 268-269 1-13 14-54 100 270-272 1-14 15-54 100 273-277 1-14 15-55 100 278-282 1-14 15-56 100 283-287 1-14 15-57 100 288-289 1-14 15-58 100 290-292 1-15 16-58 100 293-297 1-15 16-59 100 298-302 1-15 16-60 100 303-307 1-15 16-61 100 308-309 1-15 16-62 100 310-312 1-16 17-62 100 313-317 1-16 17-63 100 318-322 1-16 17-64 100 323-327 1-16 17-65 100 328-329 1-16 17-66 100 330-332 1-17 18-66 100 333-337 1-17 18-67 100 338-342 1-17 18-68 100 343-347 1-17 18-69 100 348-349 1-17 18-70 100 350-352 1-18 19-70 100 353-357 1-18 19-71 100 358-362 1-18 19-72 100 363-367 1-18 19-73 100 368-369 1-18 19-74 100 370-372 1-19 20-74 100 373-377 1-19 20-75 100 378-382 1-19 20-76 100 383-387 1-19 20-77 100 388-389 1-19 20-78 100 390-392 1-20 21-78 100 393-397 1-20 21-79 100 398-402 1-20 21-80 100 403-407 1-20 21-81 100 408-409 1-20 21-82 100 410-412 1-21 22-82 100 413-417 1-21 22-83 100 418-422 1-21 22-84 100 423-427 1-21 22-85 100 428-429 1-21 22-86 100 430-432 1-22 23-86 100 433-437 1-22 23-87 100 438-442 1-22 23-88 100 443-447 1-22 23-89 100 448-449 1-22 23-90 100 450-452 1-23 24-90 100 453-457 1-23 24-91 100 458-462 1-23 24-92 100 463-467 1-23 24-93 100 468-469 1-23 24-94 100 470-472 1-24 25-94 100 473-489 1-24 25-95 100 490-500 1-25 26-95 100 |
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The table's useful, and certainly quicker than my abysmal mental arithmetic, but I'd simply rather have a straight 10% as Crit and not have to worry about whether its a simple success, a special success or a critical success. My mind handles that much better. Its personal preference, I hasten to add; not strictly a system criticism. Your BRP Will Vary.
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Pray, and pass the ammunition |
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I've always preferred the asymmetry of crit/special/success/failure/fumble precisely becuas it feels like it accentuates the positive for characters. Also I've used the RQII/III scheme so long that the mental arithmetic is second nature, but I would never be too hard on old fogeys# like Grampa Whitaker who can't keep up ![]() More seriously, the obvious simplification isthe original SB 10% for crits, as it's very easy. Cheers, Nick Middleton # he is after all at least months older than me... ![]() |
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*For our overseas friends who might not be familiar with the British sitcom 'One Foot in the Grave', Victor Meldrew is a 60-something curmudgeon who hates everything about the modern world, the people occupying it, and the things it does to him. His catch phrase of 'I don't believe it!' is legendary and oh so true.
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Pray, and pass the ammunition |
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Finding 20% is simple and only has to involve one 'mental math' check. Double your skill. That's it. Most people find it easy to multiply by two.
After that, it's just a question of placing a decimal point and rounding up (or dropping the decimal, depending on agreed upon rules). That being said, I leave a place on the character sheet for the player to scrawl their Crits and Specials. |
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Yeah, my character sheet has the crit, special, and fumble % all written right next to the Attack %... So I guess if I didn't write it down the first time I calculated it, or the second, or the third, or the fourth, I would probably get tired of doing that math (or maybe I'd memorize it by then).
L.W - any time you want, call me up and I'll figure it for you (OK, I'm lying - actually, I'll most likely look it up on the 'Game Aids' booklet that came with RQ3). I will do this as often as you like for a low low $10 US weekly. I take PayPal. If you prepay 22 weeks, I will give you four for free - That's six months for the price of five!
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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) |
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I have to agree that there's a certain amount of mountain constructed from molehill here. First, most of these chances can be listed with the weapons involved; those get modifications to their to-hit, of course, but that doesn't happen all the time, or even the majority of the time. Second, even if you don't, you only need to check this in a subset of cases. With a 5% chance of a crit, you know you aren't critting on anything over a 5 (unless you have over 100% skill), so you don't need to wonder about it most of the time; same with specials on rolls over 20%.
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