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The trouble with writing down specials and criticals on the character sheet is that they need recalculating whenever you have any modifiers due to circumstances or spells.
But, yes, for speed in normal combat it's a good idea, but you have to be able to calculate the chances to write them down .... |
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You only work it out when you need to or when it's close. |
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The chief reason I decided to go with a single special/critical mechanic at 10% was that it can be determined without math calculation at all:
A d100 roll that ends in a '0' and succeeds is a special success. A d100 roll that ends in a '0' and fails is a special failure. Although I completely agree that the 5% or 20% calculation isn't too difficult to determine on the fly (no chart needed), I really like the game design elegance of the "roll ending in '0'" simplicity. If you want to retain the 20% rate, just rule that any roll that ends in a '0' or a '5' is a special result. (This is how Harnmaster works, btw, and it's the system from which I stole the idea...). I've never been a fan of the "super success" rule (i.e. criticals), but that's just me. I think a single grain at 10% splits the difference between two at 5% and 20% just fine in game play. Last edited by McBard; October 24th, 2007 at 13:48. |
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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 personally prefer to keep both a special and a critical result; the former provides more of a tool for weapon type differnces (since it can trigger the various special results for bashing, slashing and impaling weapons) while it doesn't overly gust really severe results, which are reserved for criticals.
The only thing I _do_ wish is that there was a more consistent way to handle criticals; treating it differently against armored and unarmored foes is ugly, but you get border conditions where crits mean less and less the less armor the target has. Last edited by Nightshade; October 21st, 2007 at 19:37. |
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![]() What do you mean with consistent? Crit hits target, target cannot parry - target dead most of the time. This I call consistent. Do you want to "innovate" the crit too? |
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