
Derrick Winters |
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Recently, I've read a nice thread that introduced me to the idea of "Reverse Gating", e.g. the ability of a sufficiently skilled character to "automatically" succeed at low-difficulty challenges.
And it seems to be an quite lovely idea.
Similarly, the Assurance feat (intended to replace the "Take 10/20" mechanics from PF1?) may attempt to do this.
How about we simply remove Assurance and graft this "Reverse Gating" mechanic into the UTEML-system itself?
Task________Untrained
Trivial_______~50% chance success
Low_________~25% chance success
Hard________~ 5% chance success
Severe_______no chance
Extreme_____no chance
Task________Trained
Trivial_______~75% chance success
Low_________~50% chance success
Hard________~25% chance success
Severe_______~ 5% chance success
Extreme_____no chance
Task________Expert
Trivial_______success
Low_________~75% chance success
Hard________~50% chance success
Severe_______~25% chance success
Extreme_____~ 5% chance success
Task________Master
Trivial_______success
Low_________success
Hard________~75% chance success
Severe_______~50% chance success
Extreme_____~25% chance success
Task________Legendary
Trivial_______success
Low_________success
Hard________success
Severe_______~75% chance success
Extreme_____~50% chance success
While the success-percentages are just guesstimates and can be ignored entirely, the "no chance" and "success" entries are the essence of this proposal.
IMO, an expert shouldn't need to roll for trivial tasks, a master shouldn't roll for low tasks, and someone legendary shouldn't roll for hard tasks.

shroudb |
from untrained to trained it needs to be a much bigger leap.
untrained means just that. something that you have no clue how to do.
trained means exactly that, something that you've put effort to learn and can do so sufficiently by itself.
don't see them as pure steps 1/2/3/4 but as something like:
smuck
professional
top 10 in a city/ best in a small city
top 10 in a metropolis/province
top 10 in the world