| Atarlost |
Ugh, the perception rules. Utter trash. There is, for instance, no limit on how far you can see in dim light other than the horizon provided the thing you're looking at is high contrast. If you can see something held in front of your face you can see it as far away in dim light as you can see it in bright lite. The two penalty mechanisms (reduced ability to see colors in dim light and reduced ability to see an object at distance due to reduced angular size) don't actually stack in reality. But the rules don't acknowledge this.
Then there are the perception penalties for distance, which are another bad joke. In Pathfinder a reasonable level farmer can't see a colossal tree on the horizon.
Then there's concealment and magic and sniping. Which leads me to one of the most important streamlinings: facing.
Add facing and distinguish between senses and the stealth rules get a lot cleaner. There's no reason to split the skills, just which modifiers apply to stealth and perception for vision, hearing, scent, and so forth. Ditching those two abstractions make the perception and stealth rules resemble the reality they're meant to simulate closely enough to be intuitive. The base rules become more complicated, but the magic problem goes away.
| Drachasor |
I'd reduce the number of X+Y times per day abilities as well as Z rounds per day abilities. The paperwork on this sort of thing is crazy. I'd probably try to move short durations more towards encounter-based systems. That's one thing 4th did well and it makes things a lot less of a hassle. Stuff that has a duration of tens of minutes or days is not appropriate for this, of course.
There's especially a lot of REALLY trivial crap that has limits, like a lot of Wizard/Sorcerer School/Bloodline abilities. 1d4 or 1d6 + Int/Cha damage rays are not something you need to limit. Nor are claw attacks on a caster. That's not to say other classes don't have a mess of stuff to keep track of too.
More significantly, I'd like to have a system that got rid of Full Attacks. Primarily because lots of attacks means the turns take longer. I'd rather see a lot of bonus damage and the like (Tome of Battle did really well here). That's a bigger change, of course.
Minion rules, ported from 4E, would also help streamline things. It would also help to make summons more management. You'd summon minions instead and they'd take up less game time (obviously an Eidolon wouldn't be a minion, that's different).
| Drachasor |
I don't see anything wrong with just giving them 1 hit point period -- and if they make a save against an effect that allows for partial damage, they take no damage. Then modify the damage they deal to the average amount or so.
However, I think you'd need to make several further adjustments. Perhaps have summoning spells create more than one creature by default, for instance (and then potentially lower the damage). Balancing it would take some work. Hopefully the result would decrease summoning power while still keeping them useful.
| Da'ath |
More significantly, I'd like to have a system that got rid of Full Attacks. Primarily because lots of attacks means the turns take longer. I'd rather see a lot of bonus damage and the like (Tome of Battle did really well here). That's a bigger change, of course.
Star Wars Saga edition did this. You had your base attack bonus for a single attack and added 1/2 your character level to damage. Certain feats could increase your attacks per round, but had a flat penalty across all attacks so that all attack rolls we're the same.
Additionally, in lieu of increasing your number of attacks, there were feats which instead represented multiple attacks by increasing the damage dice of an attack.
| Drachasor |
Drachasor wrote:More significantly, I'd like to have a system that got rid of Full Attacks. Primarily because lots of attacks means the turns take longer. I'd rather see a lot of bonus damage and the like (Tome of Battle did really well here). That's a bigger change, of course.
Star Wars Saga edition did this. You had your base attack bonus for a single attack and added 1/2 your character level to damage. Certain feats could increase your attacks per round, but had a flat penalty across all attacks so that all attack rolls we're the same.
Additionally, in lieu of increasing your number of attacks, there were feats which instead represented multiple attacks by increasing the damage dice of an attack.
True. ToB did it better though, imho.
| Malwing |
Alignment. Specifically, I would remove class requirements regarding alignment.
I am okay with alignment being a general representation of a character's beliefs, but the alignment should reflect the character, not shackle her.
I would make the exception be Paladin. From what I gather a Paladin is so LG that he gains superpowers. At the very least Paladin abilities should wildly vary based on his alignment, kind of like bloodlines for each of the nine alignments. Now that I typed that up I'd love to see Paladins become different alignment lantern corps.
| Kyras Ausks |
johnlocke90 wrote:I would make the exception be Paladin. From what I gather a Paladin is so LG that he gains superpowers. At the very least Paladin abilities should wildly vary based on his alignment, kind of like bloodlines for each of the nine alignments. Now that I typed that up I'd love to see Paladins become different alignment lantern corps.Alignment. Specifically, I would remove class requirements regarding alignment.
I am okay with alignment being a general representation of a character's beliefs, but the alignment should reflect the character, not shackle her.
need 2 more cores
| Can'tFindthePath |
BB36 wrote:I won't as I'd find new players and give those players who want to "streamline" a game of "Chutes and Ladders" as well as a Primer on basic mathI knew somebody would say that.
The essence of good design is to reach your goal by the route that's most pleasant for the players. We all like the goal (a game that plays like pathfinder) but you've failed to separate it from the route (the kind of work involved in making the game happen) so you're saying anybody who tries to find a more efficient and enjoyable way to get there should aim for an inferior goal instead. You've fallen into the trap of elitism.
It's possible to get the same depth, realism, stories, tactical decisions, drama, setting and game mechanics style with different approaches to specific sub-systems. No game can ever do what people want it to perfectly, which means all games can be improved without changing their purpose.
For example, pathfinder handles inability to see people very differently depending on why you can't see them. Almost nobody can remember the rules all at once. The only reason it's still like that is fixing it is hard. You'd have to be an idiot to claim things wouldn't be better if those separate-but-interacting stealth, illumination and invisibility systems hadn't been built to a unified standard.
To truly be against the principle of streamlining itself is either to be blindly anti-change or pro-wasted-effort. That way lies F.A.T.A.L.
Now, that doesn't mean it's wrong to oppose any specific attempt to streamline, but it does mean that if you oppose them universally you're either inconsistent or you're also opposed to progress, creativity and altering the game to suit personal taste.
BOOM! +10!
Brilliantly said.
| Malwing |
Malwing wrote:need 2 more coresjohnlocke90 wrote:I would make the exception be Paladin. From what I gather a Paladin is so LG that he gains superpowers. At the very least Paladin abilities should wildly vary based on his alignment, kind of like bloodlines for each of the nine alignments. Now that I typed that up I'd love to see Paladins become different alignment lantern corps.Alignment. Specifically, I would remove class requirements regarding alignment.
I am okay with alignment being a general representation of a character's beliefs, but the alignment should reflect the character, not shackle her.
not really. There are 7 lantern Corps, not including the White Lanterns (Paladins) and the Black Lanterns (Antipaladins) so the numbers synch up with nine alignments.
| Kyras Ausks |
Kyras Ausks wrote:Malwing wrote:need 2 more coresjohnlocke90 wrote:I would make the exception be Paladin. From what I gather a Paladin is so LG that he gains superpowers. At the very least Paladin abilities should wildly vary based on his alignment, kind of like bloodlines for each of the nine alignments. Now that I typed that up I'd love to see Paladins become different alignment lantern corps.Alignment. Specifically, I would remove class requirements regarding alignment.
I am okay with alignment being a general representation of a character's beliefs, but the alignment should reflect the character, not shackle her.
not really. There are 7 lantern Corps, not including the White Lanterns (Paladins) and the Black Lanterns (Antipaladins) so the numbers synch up with nine alignments.
black=el
Red=enOrange=ec
blue=gc
yellow=nc
dont know the rest that well but it would be cool
| dunelord3001 |
SmiloDan wrote:Or at least make temporary increases in Constitution provide temporary hit points. It would make bookkeeping a lot easier, and prevent rage-to-death syndrome.And as soon as you've been hit and used up your temporary hps, you rage-cycle and get them back?
How exactly would that work? Like next fight you rage cycle and get them back or worried they'd do it same fight?
| +5 Toaster |
black=el
Red=en
Orange=ec
blue=gc
yellow=ncdont know the rest that well but it would be cool
I think yellow should just be neutral rather than chaotic neutral, seeing as the founder, Sinestro, used fear to instill law and order on his home planet. not to mention Batman qualified for the sinestro core.
| Ganryu |
Drachasor wrote:More significantly, I'd like to have a system that got rid of Full Attacks. Primarily because lots of attacks means the turns take longer. I'd rather see a lot of bonus damage and the like (Tome of Battle did really well here). That's a bigger change, of course.
Star Wars Saga edition did this. You had your base attack bonus for a single attack and added 1/2 your character level to damage. Certain feats could increase your attacks per round, but had a flat penalty across all attacks so that all attack rolls we're the same.
Additionally, in lieu of increasing your number of attacks, there were feats which instead represented multiple attacks by increasing the damage dice of an attack.
I have two reasons for my objection.
1: A flat bonus to an attack to represent multiple attacks means that the impact of damage reduction changes massively. Generally it has been the case that damage reduction is a counter to many weak attacks and that the counter to damage reduction is to deliver stronger attacks. This will no longer be the case.
2: I don't like the flavour. There's a strong difference, to me, between making separate weak attacks vs making one strong attack (which represents a bunch of small attacks). Note also that this makes many small attacks mechanically identical to a single powerful attack.
| Drachasor |
I have two reasons for my objection.
1: A flat bonus to an attack to represent multiple attacks means that the impact of damage reduction changes massively. Generally it has been the case that damage reduction is a counter to many weak attacks and that the counter to damage reduction is to deliver stronger attacks. This will no longer be the case.
2: I don't like the flavour. There's a strong difference, to me, between making separate weak attacks vs making one strong attack (which represents a bunch of small attacks). Note also that this makes many small attacks mechanically identical to a single powerful attack.
Obviously Damage Reduction would have to be adjusted or how the damage was dealt adjusted. An adjustment of one could handle another. Such as reducing the damage per die.
Consider though how it works now, you really don't get a bunch of weak attacks as an option anyhow. You go for maxing the damage as much as possible, and one big strong attack just isn't an option (except in very rare cases).
| thejeff |
thejeff wrote:How exactly would that work? Like next fight you rage cycle and get them back or worried they'd do it same fight?SmiloDan wrote:Or at least make temporary increases in Constitution provide temporary hit points. It would make bookkeeping a lot easier, and prevent rage-to-death syndrome.And as soon as you've been hit and used up your temporary hps, you rage-cycle and get them back?
Same fight. Rage-cycling is already the key to a lot of higher level barbarian effectiveness. I'm not sure giving them another 2(or 3 or 4)xlevel hps a round is good plan.
At low levels it would just be 2xlevel hps a fight, which isn't too bad.
| dunelord3001 |
Most of the builds I've seen played that do that are very suboptimal, but another issue I think might need to be addressed (separately) is a negative impact for an ability to work. If something is too cool without a draw back it probably should be made less of a bonus.
Which goes back to another idea; fewer bonuses you have to remember (dwarfs vs. some races), more bonuses that are small and constant (i.e. inquisitor).
| Malwing |
If I were to go a bit beyond streamlining and more into tweaking I'd probably either change some of the Sorcerer's bloodline abilities and feats or give it more of an ability to gish. Sorcerer is more of a spontaneous Wizard, with half BAB and a d6 hit die, but many bloodlines come with ridiculous things like claws and feats like cleave. I'd like to see bloodlines actually help a sorcerer be a caster or make the sorcerer more melee capable without multiclassing, even if the spellcasting has to be nerfed a bit.
In that I do favor making Sorcerer's more melee capable. From 3.5 to Pathfinder they went from simply casters with natural talent to people with magical blood; I think they deserve to have their bloodlines bolster them physically more often if they get their magic from things like dragon's blood.
| johnlocke90 |
johnlocke90 wrote:I would make the exception be Paladin. From what I gather a Paladin is so LG that he gains superpowers. At the very least Paladin abilities should wildly vary based on his alignment, kind of like bloodlines for each of the nine alignments. Now that I typed that up I'd love to see Paladins become different alignment lantern corps.Alignment. Specifically, I would remove class requirements regarding alignment.
I am okay with alignment being a general representation of a character's beliefs, but the alignment should reflect the character, not shackle her.
Paladins could easily be reflavored to be the armed branch of a particular god. That would give them more flexibility in alignment(on par with Cleric).
I would also like to see alignment violations handled through role play rather than automatically losing class features. Instead, if the Paladin or Cleric starts acting against his chosen deity's interest, the consequences would be up to the GM and based on roleplay.
A GM strip massive portions of a characters power away based on something as vague as alignment isn't fun. It creates bad feeling between the players.
Anything in the rules that can seriously harm a character should be clearly defined.
| Malwing |
Malwing wrote:johnlocke90 wrote:I would make the exception be Paladin. From what I gather a Paladin is so LG that he gains superpowers. At the very least Paladin abilities should wildly vary based on his alignment, kind of like bloodlines for each of the nine alignments. Now that I typed that up I'd love to see Paladins become different alignment lantern corps.Alignment. Specifically, I would remove class requirements regarding alignment.
I am okay with alignment being a general representation of a character's beliefs, but the alignment should reflect the character, not shackle her.
Paladins could easily be reflavored to be the armed branch of a particular god. That would give them more flexibility in alignment(on par with Cleric).
I would also like to see alignment violations handled through role play rather than automatically losing class features. Instead, if the Paladin or Cleric starts acting against his chosen deity's interest, the consequences would be up to the GM and based on roleplay.
A GM strip massive portions of a characters power away based on something as vague as alignment isn't fun. It creates bad feeling between the players.
Anything in the rules that can seriously harm a character should be clearly defined.
I'm more in favor of Paladins not being as alignment flexible as a cleric because the thematic differences begin to blur. It's already possible to build a battle-cleric just being a martial divine warrior makes it harder to justify his existence. But I do believe the theory that the Paladin had alignment restrictions because it's alignment was as much of a source of power as the deity it represents or almost fully in the cases where it has no deity, so I really like the idea of paladins having sets of canned abilities based on their alignment. It differenciates them from clerics as not simply divine warriors but Paragons of multiple deities virtues and thus imbued with divine favor of the gods of certain alignment.
Plus I really like the lantern corps.
| johnlocke90 |
johnlocke90 wrote:I'm more in favor of Paladins not being as alignment flexible as a cleric because the thematic differences begin to blur. It's already possible to build a battle-cleric just being a martial divine warrior makes it harder to justify his existence. But I do believe the theory that the Paladin had alignment restrictions because it's alignment was as much of a source of power as the deity it represents or almost fully in the cases where it has no deity, so I really like the idea of paladins having sets of canned abilities based on their alignment. It differenciates them from clerics as not simply divine warriors but Paragons of multiple deities virtues...Malwing wrote:johnlocke90 wrote:I would make the exception be Paladin. From what I gather a Paladin is so LG that he gains superpowers. At the very least Paladin abilities should wildly vary based on his alignment, kind of like bloodlines for each of the nine alignments. Now that I typed that up I'd love to see Paladins become different alignment lantern corps.Alignment. Specifically, I would remove class requirements regarding alignment.
I am okay with alignment being a general representation of a character's beliefs, but the alignment should reflect the character, not shackle her.
Paladins could easily be reflavored to be the armed branch of a particular god. That would give them more flexibility in alignment(on par with Cleric).
I would also like to see alignment violations handled through role play rather than automatically losing class features. Instead, if the Paladin or Cleric starts acting against his chosen deity's interest, the consequences would be up to the GM and based on roleplay.
A GM strip massive portions of a characters power away based on something as vague as alignment isn't fun. It creates bad feeling between the players.
Anything in the rules that can seriously harm a character should be clearly defined.
I understand what you're saying, but the number one priority should be encouraging cooperation and teamwork between the people playing the game. Thematic concerns are much less important. Putting vague requirements on how a character can act can create conflict between party members and the paladin and between the paladin and the GM.
A more experienced group may know how to deal with this, but a group that is new to the game won't.
| Malwing |
Malwing wrote:...johnlocke90 wrote:I'm more in favor of Paladins not being as alignment flexible as a cleric because the thematic differences begin to blur. It's already possible to build a battle-cleric just being a martial divine warrior makes it harder to justify his existence. But I do believe the theory that the Paladin had alignment restrictions because it's alignment was as much of a source of power as the deity it represents or almost fully in the cases where it has no deity, so I really like the idea of paladins having sets of canned abilities based on their alignment. It differenciates them from clerics as not simply divine warriors but Paragons ofMalwing wrote:johnlocke90 wrote:I would make the exception be Paladin. From what I gather a Paladin is so LG that he gains superpowers. At the very least Paladin abilities should wildly vary based on his alignment, kind of like bloodlines for each of the nine alignments. Now that I typed that up I'd love to see Paladins become different alignment lantern corps.Alignment. Specifically, I would remove class requirements regarding alignment.
I am okay with alignment being a general representation of a character's beliefs, but the alignment should reflect the character, not shackle her.
Paladins could easily be reflavored to be the armed branch of a particular god. That would give them more flexibility in alignment(on par with Cleric).
I would also like to see alignment violations handled through role play rather than automatically losing class features. Instead, if the Paladin or Cleric starts acting against his chosen deity's interest, the consequences would be up to the GM and based on roleplay.
A GM strip massive portions of a characters power away based on something as vague as alignment isn't fun. It creates bad feeling between the players.
Anything in the rules that can seriously harm a character should be clearly defined.
I do not mean for the requirements to be vague, that's definitely a problem. Preferably it would work much like a Cavalier's Orders per alignment with specific simple creeds that they uphold.
I do think the main conflict that comes with Paladins has more to do with the Lawful Good alignment than the requirement for it. PCs, especially new PCs routinely follow Murder-Hobo logic when it comes to how they deal with things regardless of their alignment and so tend to see Lawful Good as a straight jacket then a definition of their character. Most of the time when I see alignment-based conflicts it's not even a Paladin that's involved, just someone who insists on not doing something completely illegal or murderous. Although I've never seen a Monk's or Druid's alignment requirements cause any conflicts. (I don't agree with those requirements because it makes no sense for them to have them.)I think new players have more problems with how they perceive alignment than how they deal with alignment requirements.
The fact that there is a requirement just paints a target on the Paladin making it the poster-boy for the type of conflict.
| SmiloDan RPG Superstar 2012 Top 32 |
| 1 person marked this as a favorite. |
Replace alignment with allegiances, like d20 Modern did. You c ould have your allegiance be to Good and Law, or it could be to King Smith and Erastil. Or your wife and your town. Or to yourself and revenge. Or Good and your party. A lot more flexible, but still encompassing the original moral and ethical axes.
| johnlocke90 |
Monks and druids avoid it because "lawful" and "chaotic" are even more vague term than "good". Good luck trying to figure out when a druid is being too lawful to stay neutral good.
"I think new players have more problems with how they perceive alignment than how they deal with alignment requirements."
The problem is that players perceive alignments differently and this difference can cause someone to lose their class powers.
" PCs, especially new PCs routinely follow Murder-Hobo logic when it comes to how they deal with things regardless of their alignment and so tend to see Lawful Good as a straight jacket then a definition of their character. "
Well for a Paladin, it really is. Its not even a question of if he wants to do the right thing, its almost always in his own interests to do the right thing. Because his power is tied up in it.
For instance, imagine that the paladin and his chaotic wizard friend are debating law and chaos. If the Paladin convinces the wizard, everything is fine. If the wizard convinces the Paladin, the Paladin players needs to reroll because his character lost most of his powers.
| Malwing |
For instance, imagine that the paladin and his chaotic wizard friend are debating law and chaos. If the Paladin convinces the wizard, everything is fine. If the wizard convinces the Paladin, the Paladin players needs to reroll because his character lost most of his powers.
I think I'm somewhat useless in this argument because I've never seen things like what people describe happen with Paladins, like the constant attempts by the DM to make the Paladin fall or have a evil guy wear armor made of babies. In my own games that I GM I feature Paladin NPCs that are potential antagonists and have a few resources that describe alignment so there's no confusion, including my own list on what range I think each alignment works in.
The really hardcore alignment stories are like banana peal stories. I hear stories about slipping on a banana peal but as many banana peals that I've seen on the ground and how possible I know it is, I've never seen anyone slip on one.
| Vadskye |
| 1 person marked this as a favorite. |
The really hardcore alignment stories are like banana peal stories. I hear stories about slipping on a banana peal but as many banana peals that I've seen on the ground and how possible I know it is, I've never seen anyone slip on one.
Seconding this. Some of the most entertaining PCs I've played with have been paladins. I will always remember Lucied and his battle cry of "EAT MY JUSTICE!". Not to mention his noble steed Guftas, best known for his talent at midair barrel rolls. Paladins are fantastic.
| Drachasor |
For instance, imagine that the paladin and his chaotic wizard friend are debating law and chaos. If the Paladin convinces the wizard, everything is fine. If the wizard convinces the Paladin, the Paladin players needs to reroll because his character lost most of his powers.
A chaotic act does not result in a Paladin falling.
| dunelord3001 |
Well we are getting side tracked. :)
I'd like to see rules we already have formalised, like damage.
For example for all intents and purposes you have Base, Conditional, Critical, and Extra.
Base = Weapon + static modifiers (weapon spec, str, enhancement)
Conditional = Variable (ranger's favored enemy, sneak attack)
Critical = Only on a confirmed critical (double base, burst weapons)
Extra = Extra dice (sneak attack)
So for an example we'll use a str 10 fighter 4/rogue 1 with a +1 (activated) Icey Burst longsword. Don't worry about he affords it.
Base = 1d8 + 1
Extra = 1d6
Conditional = 0/1d6 if sneak attack
Crit = 2d8 + 2 + 1d10
For normal attacks damage is Base + Extra.
(1d8 + 1 + 1d6)
For sneak attacks damage is Base + Conditional + Extra.
(1d8 + 1 + 1d6 + 1d6)
For confirmed criticals damage is Crit + Extra
(2d8 + 2 + 1d10 + 1d6)
For confirmed criticals on sneak attacks is Conditional + Critical + Extra
(1d6 + 2d8 + 2 + 1d10)
This isn't really a new rule (it already functions like this) it just describes it.
| Malwing |
Malwing wrote:The really hardcore alignment stories are like banana peal stories. I hear stories about slipping on a banana peal but as many banana peals that I've seen on the ground and how possible I know it is, I've never seen anyone slip on one.Seconding this. Some of the most entertaining PCs I've played with have been paladins. I will always remember Lucied and his battle cry of "EAT MY JUSTICE!". Not to mention his noble steed Guftas, best known for his talent at midair barrel rolls. Paladins are fantastic.
I vowed one of these days to play an unarmed Adam West Paladin.
| Vadskye |
Well we are getting side tracked. :)
I'd like to see rules we already have formalised, like damage.
For example for all intents and purposes you have Base, Conditional, Critical, and Extra.
Sounds like my compression of all bonus types into four categories: Inherent (base attack bonus, ability modifiers, etc.), Competence (feats, most constantly active class features), Enhancement (Spells, magic items, some class features), and Circumstance (circumstantial... stuff). It definitely helps simplify things.
(The full rules are slightly more complicated, but that's the gist of it.)
| Malwing |
dunelord3001 wrote:Well we are getting side tracked. :)
I'd like to see rules we already have formalised, like damage.
For example for all intents and purposes you have Base, Conditional, Critical, and Extra.
Sounds like my compression of all bonus types into four categories: Inherent (base attack bonus, ability modifiers, etc.), Competence (feats, most constantly active class features), Enhancement (Spells, magic items, some class features), and Circumstance (circumstantial... stuff). It definitely helps simplify things.
(The full rules are slightly more complicated, but that's the gist of it.)
This makes me bring up keywording in general. regardless of what types they're called I think type bonuses need to be named, defined in one spot in the core rule book, and not added to barring variant rules.
Also I think that whenever something adds a bonus the bonus' type should ALWAYS be bolded or [bracketed] without fail. The fact that different bonuses didn't stack did not occur to me for months after getting the game because the subject of bonuses is only referenced not discussed.
Then while we're at it the bonuses should be streamlined so that you're not tracking several types of bonuses where some are situational and easy to forget.
| Ganryu |
johnlocke90 wrote:
For instance, imagine that the paladin and his chaotic wizard friend are debating law and chaos. If the Paladin convinces the wizard, everything is fine. If the wizard convinces the Paladin, the Paladin players needs to reroll because his character lost most of his powers.
I think I'm somewhat useless in this argument because I've never seen things like what people describe happen with Paladins, like the constant attempts by the DM to make the Paladin fall or have a evil guy wear armor made of babies. In my own games that I GM I feature Paladin NPCs that are potential antagonists and have a few resources that describe alignment so there's no confusion, including my own list on what range I think each alignment works in.
The really hardcore alignment stories are like banana peal stories. I hear stories about slipping on a banana peal but as many banana peals that I've seen on the ground and how possible I know it is, I've never seen anyone slip on one.
I have slipped on a banana peel irl. Jus' sayin'.
| Caligastia |
They should reduce the penalties for rolling a 1 as you go higher up in level; Level 1 characters make mistakes about that often, but not when you're hovering around Level 15. Would if a Critical Fumble required 2 d20 rolls - the first is when you first roll a 1 and the second lets you confirm by rolling a number *below* a certain checkpoint - and the second reduced more the higher up in levels you go? Like, at level 1, there's the first roll which - if it hits a 1 - goes into another d20 roll where you must roll more than 20 - Class Level, with the exception of another natural 1, which means you still fumble?
I think this is needed; 1's happen too often and a level 15 character doesn't fumble as easily.
| Vadskye |
They should reduce the penalties for rolling a 1 as you go higher up in level; Level 1 characters make mistakes about that often, but not when you're hovering around Level 15. Would if a Critical Fumble required 2 d20 rolls - the first is when you first roll a 1 and the second lets you confirm by rolling a number *below* a certain checkpoint - and the second reduced more the higher up in levels you go? Like, at level 1, there's the first roll which - if it hits a 1 - goes into another d20 roll where you must roll more than 20 - Class Level, with the exception of another natural 1, which means you still fumble?
I think this is needed; 1's happen too often and a level 15 character doesn't fumble as easily.
I agree that 1s and 20s don't scale well, but that sounds unnecessarily complicated. Why not say that rolling a 1 is treated as "rolling a -10" and a 20 is treated as "rolling a 30"? Then you could just use the results as written. If you roll a 1 and get a negative result, you really screwed up. If you roll a 1 and your result is still positive (higher level character), you almost certainly didn't hit, but you didn't stab yourself in the kidney like a twit either.
This also neatly solves the weirdness of letting commoners hit Balors 5% of the time. 5% is a lot.