[Runequest] Critical Range/Resolution
Lev Lafayette
lev at rpgreview.net
Fri Jun 6 22:44:55 UTC 2008
nota bene: Changed subject to actual topic.
Whilst I agree a 10% of skill range is a neat and easy, I'm sticking to
a 'high end' (critical failure) 'low end' (critical success) range.
There is another slight problem (very slight) with the doubles system
expressed which goes beyond my personal aesthetics.
Consider for example, a character who has 50% ability, surely not
uncommon at all. In an extremes 10% critical range they have a 5% chance
of critical success (01-05) and a 10% chance of critical failure
(96-00). In a doubles system however they only have a 4% chance of a
critical success (11, 22, 33, 44) and a 6% chance of critical failure
(55, 66, 77, 88, 99, 00).
HTH,
Lev
On Fri, 2008-06-06 at 09:34 +0100, Bruce Mason wrote:
> I use something similar. I don't use specials and crits, just crits at
> 1/10th probability. Any percentile result which is a double and
> succeeds is a critical and any which rolls doubles and fails is a
> fumble - e.g. if your skill is 47% then 44 is a critical and 55 is a
> fumble. I've used it for a long time and it's nice and simple but has
> one huge problem - skills over 100%. As I tend to play low-power games
> that's not really an issue. I also means that if you're 100% in your
> skill that 40% of all your failures are fumbles. Because of this I
> simply have criticals doing double damage and only use the fumble
> table on a 00 otherwise the game starts feeling a little too
> slapstick. Naturally this means that there's no game effect for most
> fumbles beyond looking rather shamefaced at the incompetence. I have
> in the past said that if you fumble and your opponent hits then the
> hit is bumped up to a critical (or if it was already a critical then
> the opponent automatically maxes their damage).
>
> Bruce
>
>
> On Mon, Jun 2, 2008 at 6:56 PM, Tom Cantine <tcantine at incentre.net>
> wrote:
> I have used this for fumbles and crits: If both d10s come up
> even and
> the same. So, 22, 44, 66, 88 and 00.
>
> It has the benefit of restricting criticals to only those
> characters
> who actually have a 22% or better chance of success. I always
> found it
> a little odd that the 5% skill guy would almost never hit, but
> it was
> usually a critical if he did.
>
>
>
> On 2-Jun-08, at 11:06 AM, Peter Brink wrote:
>
> > David Smart skrev:
> >> On Mon, Jun 2, 2008 at 3:18 AM, Tony
> <postmaster at runequest.za.org>
> >> wrote:
> >>
> >>> Styopa wrote:
> >>>> With harn, it's simpler - any roll ending in a 0 or 5 is
> a special
> >>>> (I
> >>>> think
> >>>> that's the system). So you don't need to calculate what
> is the
> >>>> result of
> >>>> (20%*50)+(20%*modifier) at all....you just intrinsically
> have more
> >>>> 0's
> >>> and
> >>>> 5's that you can reach and still be successful.
> >>>>
> >>>> Quite clever, actually.
> >>>>
> >>> Simplicity is sometimes the better option. Also saves one
> from
> >>> reaching
> >>> for the book of tables:)
> >>
> >>
> >>
> >> If an ending of 0 or 5 is a special, what's a crit? Get the
> ending
> >> under a
> >> specific number like 10 or 15?
> >>
> >
> > HarnMaster does not use crits. When my gaming group played
> HM we used
> > to
> > count 05, 10 and 15 as RQ style crits.
> >
> > /Peter Brink
> >
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