[Runequest] Critical Range/Resolution
Jens Haeusser
jens.haeusser at ubc.ca
Fri Jun 6 22:55:37 UTC 2008
In fact, the doubles systems always skews that way (one fewer critical
success, and one more critical failure). There is a simple fix- 00 is always
treated a critical success. That's also how you make it work for skills
under 11% (ie for a 07% skill, 00% is a critical success, all 9 others are
critical failures). This does, of course, lead to problems with skills of
100% and higher (where there is no automatic failure or die-rolled fumble),
but this can be addressed by comparing levels of success, as mentioned in a
previous post.
Jens
On 06/06/08 3:44 PM, "Lev Lafayette" <lev at rpgreview.net> wrote:
>
> 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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