What 3 rules have your incorporated into your PF1 game from PF2, 4th ed, or 5th ed?


Homebrew and House Rules

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I'm curious what are the top 3 rules (+/-) which have come about from later versions of D20 / PF / D&D that stood out to you as "Why wasn't THAT in PF 1 from the beginning??"

A couple of the ones that have stood out to me was:

Non-combat spells cast as ritual magic (5th ed?)

Rolling with Advantage / Disadvantage (roll twice and take the best / worse roll)

What about you guys? What stood out to you?


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The only one I can think of is 5e Meteor Swarm. Otherwise there isn't anything I've liked enough (or at all) in those systems to adopt.


I'm thinking of incorporating "succeed/fail by 10 = crit" from PF2e.


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SilvercatMoonpaw wrote:
I'm thinking of incorporating "succeed/fail by 10 = crit" from PF2e.

Just be aware that this effectively makes attack bonuses ~twice as powerful as they otherwise would be.

Heroism gives +2 to hit, which means there's a 10% chance your spell will affect the attack roll.

If you implement this +10/-10 rule then there's still a 10% chance that you'll take a roll from a miss to a hit, but there's also a 10% chance that you'll take a roll from a regular hit to a critical hit (or a critical miss to a regular miss). Now your +2 to hit has a 20% chance to affect the roll.

It's a little more complicated than that, so it's not exactly double the chance but it's near enough.

Personally I like the idea of more scaling effects with rolls, but adding it into a pre-existing system will change the balance fairly dramatically. That's not inherently a problem, as long as you know what you're changing and why.


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MrCharisma wrote:

Just be aware that this effectively makes attack bonuses ~twice as powerful as they otherwise would be.

Heroism gives +2 to hit, which means there's a 10% chance your spell will affect the attack roll.

If you implement this +10/-10 rule then there's still a 10% chance that you'll take a roll from a miss to a hit, but there's also a 10% chance that you'll take a roll from a regular hit to a critical hit (or a critical miss to a regular miss). Now your +2 to hit has a 20% chance to affect the roll.

It's a little more complicated than that, so it's not exactly double the chance but it's near enough.

Personally I like the idea of more scaling effects with rolls, but adding it into a pre-existing system will change the balance fairly dramatically. That's not inherently a problem, as long as you know what you're changing and why.

Thanks. I may actually have been thinking of using the rule in a different game; Pf1e isn't that bad-off.


Lazlo.Arcadia wrote:

I'm curious what are the top 3 rules (+/-) which have come about from later versions of D20 / PF / D&D that stood out to you as "Why wasn't THAT in PF 1 from the beginning??"

A couple of the ones that have stood out to me was:

Non-combat spells cast as ritual magic (5th ed?)

Rolling with Advantage / Disadvantage (roll twice and take the best / worse roll)

What about you guys? What stood out to you?

That's strange, I hated advantage/disadvantage...

I think ritual magic is good overall for non casters.. but I think casters shouldn't have the option.


I like long\short rests to extend the adventuring day. I would also use item attunement to increase the challenge level and make magic more special. I was going to use these rules before my group converted fully to 5e.


My group likes to avoid alot of the more niggling details.

We adopted the idea that diagonals don't take extra movement (I think thats from 4e). Simplifies combat a bit.

By extension, most AoE effects form in squares now. We're still low level in our current campaign, so that one may shift back to the closer to circular type templates.

It's not really a stated rule at our tables, more something that we consistently overlook, but we don't often provoke AoO just for approaching an enemy. That's another one that we're still trying to iron out which way we're going to go.

Don't know if I can actually come up with a seperate 3rd rule. Been too long since I played in those other editions.


Sysryke wrote:

My group likes to avoid alot of the more niggling details.

We adopted the idea that diagonals don't take extra movement (I think thats from 4e). Simplifies combat a bit.

By extension, most AoE effects form in squares now. We're still low level in our current campaign, so that one may shift back to the closer to circular type templates.

It's not really a stated rule at our tables, more something that we consistently overlook, but we don't often provoke AoO just for approaching an enemy. That's another one that we're still trying to iron out which way we're going to go.

Don't know if I can actually come up with a seperate 3rd rule. Been too long since I played in those other editions.

I choose to go diagonally for my overland movement!


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I wish goblins and kobolds had been more viable as PC races in PF1. They really came into their own in PF2! (And to a lesser extent in 5E.)

Sysryke wrote:
It's not really a stated rule at our tables, more something that we consistently overlook, but we don't often provoke AoO just for approaching an enemy. That's another one that we're still trying to iron out which way we're going to go.

Moving adjacent to an enemy only provokes an AoO if they have reach. That's usually only a problem with larger creatures or polearm-users, at least one of which becomes much more common as you advance in level. (For the Giantslayer AP, I deliberately built my ranger so he could move safely inside a giant's reach most of the time. It would have been pretty painful to do otherwise!)

I do appreciate that PF2 and 5E have simpler AoO rules. PF2's might be a little TOO simple at times (Nobody in your front rank has the AoO feat? I guess I can move right past you and whack the casters in the back!) but PF1's are admittedly rather complicated and full of "gotchas". Nobody I play with seems to be entirely happy with them, even the rules experts who master and exploit them as much as possible.


Tim Emrick wrote:

I wish goblins and kobolds had been more viable as PC races in PF1. They really came into their own in PF2! (And to a lesser extent in 5E.)

Sysryke wrote:
It's not really a stated rule at our tables, more something that we consistently overlook, but we don't often provoke AoO just for approaching an enemy. That's another one that we're still trying to iron out which way we're going to go.

Moving adjacent to an enemy only provokes an AoO if they have reach. That's usually only a problem with larger creatures or polearm-users, at least one of which becomes much more common as you advance in level. (For the Giantslayer AP, I deliberately built my ranger so he could move safely inside a giant's reach most of the time. It would have been pretty painful to do otherwise!)

I do appreciate that PF2 and 5E have simpler AoO rules. PF2's might be a little TOO simple at times (Nobody in your front rank has the AoO feat? I guess I can move right past you and whack the casters in the back!) but PF1's are admittedly rather complicated and full of "gotchas". Nobody I play with seems to be entirely happy with them, even the rules experts who master and exploit them as much as possible.

Thanks for that clarification. I'd forgotten exactly how that worked. Part of why my group tends to just ignore the rule. Moving into combat, you're pretty much fine, but if you want to disengage safely you'd better shift or withdraw.


For AoOs, I'd prefer to use the version in Fantasy Craft, where threatened areas just stop your movement.

(No idea what to do about other provoking actions.)


I like the Advantage/Disadvantage system from 5E, and pass/fail by 10 = crit from pf2E


I'm finding it interesting that there is not a lot more engagement with this one. It tells me that most of us didn't really find all that much that they really connected with from the other versions. Interesting.


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I haven't played all that much 2E, just a couple of one-shots.

We're starting a campaign this Tuesday that'll meet monthly, so if I think of anything I'll post it.

Generally PF-2E feels more computer-game-y than PF-1E. That was the same problem I had with DnD-4E, and I wouldn't be surprised if others felt the same way. Given that PF-1E was basically created as a reaction to DND-4E's unpopularity it makes sense that a lot of PF-1E players don't like that kind of system as much.

There's a lot of speculation in there, but the basic premise of the 2 systems are very different. Mechanics that work well for one won't necessarily translate.


Lazlo.Arcadia wrote:
I'm finding it interesting that there is not a lot more engagement with this one. It tells me that most of us didn't really find all that much that they really connected with from the other versions. Interesting.

I do, though, have to wonder how much of that is due to not having read the rules of those games all the way through: there might be interesting ideas in DD5e and PF2e, but maybe I just haven't read them.

Oh, that reminds me of another one: I wonder what it would take to incorporate poison and/or psychic (HP) damage into PF1e. I don't know why, but I enjoy having a greater variety of damage types to choose from. I could see integrating poison damage being hard, though, given how different it is from PF1e's poison rules.


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MrCharisma wrote:


Generally PF-2E feels more computer-game-y than PF-1E.

This.

And when I want to play a computer game I can do that already, I don't need or want that from a non-computer game.


*Thelith wrote:
MrCharisma wrote:


Generally PF-2E feels more computer-game-y than PF-1E.

This.

And when I want to play a computer game I can do that already, I don't need or want that from a non-computer game.

I prefer 3.5 and PF as well. However, perhaps (at least for some types of players/groups) the one good thing that 4E did was to achieve a "balance" between the classes. I understand that some players, old and new, hate the idea of balancing classes, but for others, it really helps with the teamwork aspect of the game when the classes are on a more even footing. I can enjoy both.

While 4E streamlined manythings down too far, I felt they managed enough flavor to still make (mostly) each class feel distinct, while still keeping power disparities to a minimum.


Lazlo.Arcadia wrote:
I'm finding it interesting that there is not a lot more engagement with this one. It tells me that most of us didn't really find all that much that they really connected with from the other versions. Interesting.

Well, it mostly tells me that the PF1 hombrew forum is not super high traffic at the moment, and those that are here are self-selected for people who prefer PF1 to other editions/games.

That said I like 4e and PF2 just fine (5e somewhat less so, but it still has things to recommend it). But as much as I love everything about the Healing Surge mechanic in 4e (apart from the crappy name), plugging it into PF1 would require re-writing so much of the system as to be unfeasible (I know 'cause I tried). But some of the less load-bearing things port across pretty well:

We use the 4e term "bloodied" to mean "below half hp" in basically every system we use that has hp, including PF1. I also tend to use 4e-style Recharge 5+ (& Bloodied Breath) for dragon breath and the like rather than PF1's recharge in 1d4 rounds. Works out about the same on average, but is a lot less fiddly to track. Although it does break 3.5e Metabreath feats, now that I think about it - not sure if I care enough to do anything about that!

Content tends to be a lot easier than underlying rules: I was running Rise of the Runelords adapted to 4e* when they shut down the online tools, so we ported it back to PF1. As a result, I have a conversion of the Warlord that I called "Captain", a Ranger archetype that approximates the 4e Warden class, and a "Turret Master" archetype for the 3.5e Artificer class that aproximates the 4e Artificer. I also wrote up "Mystic Rituals" inspired by 4e-style ritual magic, but I am not entirely happy with them.

That's all I can think of off the top of my head. I'm sure there are other bits & pieces I am forgetting.

_
glass.

* Which turned out to be a colossal PITA, and not something I plan to repeat. From now on, I plan to run APs in the system they were written for.


I would place the level 10 magic and the magic heightened of the spells that is applied in pf2e


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1) Don't expose them to sunlight.
2) Don't get them wet.
3) Never,ever feed them after midnight.

Oh, wait....


There are things I have occasionally stolen from GURPS, Fantasy AGE, D&D 3.5 and others. PF2, D&D 4e and 5e though are either too close (not different enough to have inspired really new ideas) or too far (too different to lift directly from without a lot of changes).

It doesn't help that D&D 4/5 have a lot of really bad ideas in them either.


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glass wrote:
Lazlo.Arcadia wrote:
I'm finding it interesting that there is not a lot more engagement with this one. It tells me that most of us didn't really find all that much that they really connected with from the other versions. Interesting.
Well, it mostly tells me that the PF1 hombrew forum is not super high traffic at the moment, and those that are here are self-selected for people who prefer PF1 to other editions/games.

Also PF1e has a lot of quality 3rd-party stuff you can use to tweak a lot of the problem areas like casting and monster design.


Another thing that I would like to see applied in pf1e is the modern profession system as well as the dragonfall education system. It practically allows you to practice a profession and know how to express yourself to a certain social group
This would help create more unique characters
Oh and Dragonfall karma instead of experience points would make the calculation to level up, and the obtaining of attributes is simpler (although the system could be completely changed since The karma system eliminates the lv system)


avr wrote:


It doesn't help that D&D 4/5 have a lot of really bad ideas in them either.

curious what you see as “really bad ideas” in 5. My issue with 5 is lack of depth/customization.

Adjusting the topic to ‘what might i want to include from other systems’, i like the more adjustable ability scores of 2e races and think that could port over to 1e well. I like 5e/2e ‘backgrounds’, tho they would be less trivial to port. People will hate me for this, but i would also consider some sort of implementation of Legendary Actions. Boss fights are…a bit awkward, let’s say, in the 1e system. Hard to avoid rocket tag.


Lelomenia wrote:
My issue with 5 is lack of depth/customization.

Same or similar. At least, reading things like DD5e class abilities isn't very inspiring.

Lelomenia wrote:
Adjusting the topic to ‘what might i want to include from other systems’, i like the more adjustable ability scores of 2e races and think that could port over to 1e well.

I like PF2e's method of building scores.


Zepheri wrote:
I would place the level 10 magic and the magic heightened of the spells that is applied in pf2e

I have toyed with the idea of doing both of these things, but the implemetation in PF1 is...non-trivial.

_
glass.


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MrCharisma wrote:

...

Generally PF-2E feels more computer-game-y than PF-1E. That was the same problem I had with DnD-4E, and I wouldn't be surprised if others felt the same way. Given that PF-1E was basically created as a reaction to DND-4E's unpopularity it makes sense that a lot of PF-1E players don't like that kind of system as much.
...

PF1 was created as Paizo didn't have a product (Dragon Mag & others were dropped) and took a gamble on Bulmahn's side project reworking DnD3.5 under the OGL, otherwise it was go with 4th edition and convert RotRL to 4th. It clearly was a toss up at the time. 4th edition sales declined and the sale of PF1 amazed Paizo. Watch the historical videos.

I can't tell you the number of times I heard talk about "game space" during PF2 intro. I presume the interactions and PF1 system was becoming a burden to writers as you needed expertise to avoid negative reviews to poorly written rules, you needed more creativity to produce product in-between existing canon, and one presumes that needed expertise would raise costs. Looking back you can see the move toward PF2 in Ultimate Intrigue and publications after 2016. DnD5 is much simpler and gaining sales so it's a logical direction to take your product. Honestly I was surprised that there wasn't a java based rule engine with a monthly subscription. That's on the way I'd suppose.

IF I had to mine rules (and I have) I'd go back to AD&D and DnD3.0/3.5, they are much more compatible systems.
The focus of DnD play has historically been combat centric.


It’s a small thing, but if a player asks, I tell them whether or not a monster is ‘bloodied,’ a la 4e…


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I like that 2E spell Grim Tendrils

I think to convert it since it would way too strong to level up naturally so much:

Grim Tendrils
Class Wizard 2, Cleric 2, Spiritualist 1
Casting: Verbal, Somatic
Area 30 ft line, 5 ft wide
Save: Fort (half)
SR: Yes
Tendrils of darkness curl out from your fingertips and race through the air. You deal 1d4/2 lvs (Max 5d4) negative damage and 1 bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save to negate the bleed and half the negative damage.
The bleed damages increases by 1 every 5 lvs (2 at 5th, 3 at 10th, max 4 at 15th).

Also Shield Block, while 2E monsters deal way too much at higher for shields to survive, 1E monsters likely won't (a lot of monsters do multiple weak attacks than one big one).


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There is a rule from a nond20 game I've been considering adapting. Basically, your character only dies when you are ready for your character to die. Most of the time 0 HPs means you have been defeated, now lets work out what happens next. Maybe you get captured, maybe a mystery person finds you and nurses you back to health, maybe your allies were able to save you, maybe you wake up hanging from a butcher shop as the ogre prepares to make you into pie. The point is you and the GM agree on a way that you aren't dead and your story can continue.

but in a dramatic scene you can say "You know what, this is my character's big moment" You get a morale bonus for the rest of the fight but if you hit 0 HPs that's it, you died a heroic death.


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That's an interesting one Greylurker. It makes character death more of a story moment than a failure.

We had a TPK on Carrion Crown, folkowed by my backup character dying in his first combat. This made us feel more vulnerable and stopped us from developing Overpowered PC Syndrome (where PCs think they can do whatever they like becsuse nobody can stop them). This generslly made rhings more enjoyable for us, as we take death more seriously and actually roleplay danger and fear.

But if you approached the game from a different perspective and aren't trying to "Win" the game it can lead to a more roleplay-centric game as well.

I dunno if we'd use that, but it's interesting and I like it conceptually.


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Let us bear in mind that the issue of the resurrection may be something that is taken literally, however it is somewhat more complicated than it seems, perhaps if it resuscitates, but it may also be that the person does not want to resuscitate because they are in a better place, but I remember that there was an optional rule in d & d that stated That depending on the cleric who performs the resurrection, he may bring the spirit of another person or an outsider to take the place of the person he is resurrecting.


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Combat maneuvers don't provoke. It makes for a far more interesting combat when players don't get punished for trying actions without having invested in specific feats.

Trying to figure out how I want to integrate the ritual system of spell casting from PF2 into PF1. I know I want it, because there are a lot of great ideas for story there.


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Joey Cote wrote:

Combat maneuvers don't provoke. It makes for a far more interesting combat when players don't get punished for trying actions without having invested in specific feats.

Trying to figure out how I want to integrate the ritual system of spell casting from PF2 into PF1. I know I want it, because there are a lot of great ideas for story there.

have you looked at the Incantation system from Kobold Press, in their Deep Magic book? It might be close to what you are looking for


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Greylurker wrote:
have you looked at the Incantation system from Kobold Press, in their Deep Magic book? It might be close to what you are looking for

This sounds pretty interesting to me too. I've been looking for a Ritual Magic system which would be tied to specific magics like Teleport for better use in a low magic setting. Thus the spells remain in the campaign but effectively means they are not castable within combat and are more of a plot hook mechanic at that point.


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Lazlo.Arcadia wrote:
Greylurker wrote:
have you looked at the Incantation system from Kobold Press, in their Deep Magic book? It might be close to what you are looking for
This sounds pretty interesting to me too. I've been looking for a Ritual Magic system which would be tied to specific magics like Teleport for better use in a low magic setting. Thus the spells remain in the campaign but effectively means they are not castable within combat and are more of a plot hook mechanic at that point.

The incantation system from Spheres of Power can be used without the rest of the Spheres system:

http://spheresofpower.wikidot.com/incantations


Very cool. Thank you for sharing.


Backgrounds in 5e having that extra special use beyond just gaining proficiencies.

4E, knowing when enemies are bloodied. A lot of GMs I know use that one.


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Joey Cote wrote:
Combat maneuvers don't provoke.

The worst part isn't even the AoO, it's the penalty to the Maneuver if you take damage that makes them un-usable.

When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.

Removing that part might even be enough to see them used more.


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MrCharisma wrote:
Joey Cote wrote:
Combat maneuvers don't provoke.

The worst part isn't even the AoO, it's the penalty to the Maneuver if you take damage that makes them un-usable.

When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
Removing that part might even be enough to see them used more.

Ehhh, that part alone is really bad, but the free attack is still a lot.


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Oh I actually do agree with you.

I just thought there might be people reading through these who think removing the AoO entirely might be too lenient on players. Keeping the AoO but removing the penalty might be a middle-ground for some people.

Or (and I'm just thinking aloud here) maybe you keep the penalty but deal no damage? Or you get to choose whether to deal damage or deal a penalty?

Just throwing ideas out there. Sorry they're not really taken from other editions, but "make combat maneuvers easier" as a general premise is.


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The Elephant in the Room compromise is also not bad where Maneuvers are divided up into two categories so you only need to buy 1 or 2 feats to avoid AoOs.

Though frankly, removing the penalty and the AoO in the first place is healthier for in the moment play.


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1) Removing the AoO caused by combat maneuvers (except for grappling) has been FANTASTIC for my game! (Not from another edition, but others mentioned it)

2) "Bloodied" is a great way to describe approximately how much damaged an enemy has taken because the PCs would see that the enemy is getting worn down. (4th Ed)

3) "Minions" are good to occasionally use. (4th Ed)


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I don't mind the prerequisite for the combat maneuver feats so much since the feats provide a large modifier to the maneuver and give defense against the same. And the greater version are a bit sick in what they allow (in many cases). It's just that by the present rules the players get punished twice, once with a provoked AOO, and if that connects, then an almost guaranteed failed check for the actual maneuver (which might have even more negative consequences other then just failure).

I think I am going to throw out Greater Cleave as I have never once seen it used and put Whirlwind in it's place. Whirlwind being part of the cleave chain seems fair more thematic then it being part of the spring attack chain.


Elephant in the Room feat tax (PF1)
Unchained Action Economy (PF1)
Fractional BAB/Saves (PF1)
Magic rules: Cantrips, 'heightened spells', metamagic (PF2)
Multiclassing spellcaster rules (5E)

I've kept 'swift' actions to a certain extent. Turned immediate actions into 'reactions' and now Combat Reflexes grants you additional reactions that can only be spent on attacks of opportunities. I've also used 'minion' rules and 'sustained spell' rules from PF2 to limit abuse of minion-mancy and to make some spells 'better' but not requiring a standard action to maintain.


I've been wanting to include Degrees of Success from Mutants and Masterminds with regards to skills.

Basically every 5 points you get above or below the DC of a Skill check is a Degree of Success of Failure. The more degrees the bigger the result. Natural 20 adds 2 degrees of Success and Natural 1 drops you 2 degrees.

Natural 1 or 20 aren't automatic Fail or Success but the drastic change in the level of success they cause can be fairly significant.

Scarab Sages

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Greylurker wrote:

I've been wanting to include Degrees of Success from Mutants and Masterminds with regards to skills.

Basically every 5 points you get above or below the DC of a Skill check is a Degree of Success of Failure. The more degrees the bigger the result. Natural 20 adds 2 degrees of Success and Natural 1 drops you 2 degrees.

Natural 1 or 20 aren't automatic Fail or Success but the drastic change in the level of success they cause can be fairly significant.

I like that one especially as I already house rule that skills don't auto succeed/fail on a 1/20. I never liked the idea someone can for example fail to draw a sketch of an animal in their journal because they rolled a 1 even though their total is still 8 above the required DC because their adding 17 to the roll for a total of 18. Meanwhile someones succeeding at a check to paint a glorious masterpiece because they got a 20 for a total of 21 when they needed 30.

Hmmm I think I will adapt this as all you need to do is add degree's of success/failure to a normal check adding more versatility. For example . . .

You try to carve a wooden bird its DC 14.

4 = Abysmal Failure (You hacked up a block of wood)
9 = Failure (Well its . . . something people might guess is an animal . . . a frog maybe?)
14 = Success (Rough carving easily reocgnizable as a bird.)
19 = Good Success (Smooth little wooden statuette of a bird.)
24 = Amazing Success (Carving easily recognizeable as a specific bird).
29 = Legenary Success (People looking at it have to remind themselves its not a real bird that might fly away if startled).


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Senko wrote:
I like that one especially as I already house rule that skills don't auto succeed/fail on a 1/20. I never liked the idea someone can for example fail to draw a sketch of an animal in their journal because they rolled a 1 even though their total is still 8 above the required DC because their adding 17 to the roll for a total of 18.

I have good news for you, that's not a houserule.

Nat-1's auto-failing and Nat-20's auto-succeeding is only a rule for Attack Rolls and Saving Throws.


Something else I really liked from PF2 was how magic staves work. I cannot recall ever seeing PCs using magic staves in PF1, probably because the gp value is so extreme that by the time PCs would likely get such a staff, it doesn't do enough to be worth the gold.

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