[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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