[Runequest] Critical Range/Resolution

grogthing grogthing at yahoo.com
Sat Jun 7 04:36:06 UTC 2008


i never liked double zero being bad...it is rare and exciting whenthe 00 shows up... so i use 00 as the lowest and best roll you can get 00 to 99...instead of 01 to 00.....then you could use the doubles system evnly

50% skill 00,11,22,33,44 crit vs 55,66,77,88,99 fumble


greg

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--- On Fri, 6/6/08, Lev Lafayette <lev at rpgreview.net> wrote:

> From: Lev Lafayette <lev at rpgreview.net>
> Subject: [Runequest] Critical Range/Resolution
> To: "RuneQuest Rules" <runequest at rpgreview.net>
> Date: Friday, June 6, 2008, 5:44 PM
> 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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