• wootz
    link
    fedilink
    302 years ago

    I’m curious as to how quickly BG3 rule changes will start making their way into tabletop house rules and 3rd party supplements.

    My guess is pretty quickly, if my own group is any worthwhile measurement.

      • teft
        link
        fedilink
        262 years ago

        then they added crit fails to skill checks

        Do you know how many times that has pissed me off? Especially on my rogue where even a 1 would have opened the damn lock.

        • @inasaba@lemmy.ml
          link
          fedilink
          English
          142 years ago

          DC 10. You roll a natural 1, it modifies to 15. CRITICAL FAILURE

          I feel like it’s a bit ridiculous. A professional with expertise doing the worst they possibly can shouldn’t be the same as any random untrained person doing the worst they can.

        • @MajorHavoc@lemmy.world
          link
          fedilink
          82 years ago

          Yeah, as DM I’ve always house ruled that it didn’t make sense for a character to fail at the thing they’re the best at.

          Though I have been known to interpret a natural 1 as a crazy external force - like an earthquake - and have them reroll at -10.

          Makes it even more fun when they succeed anyway.

          • @macmacfire@lemmy.ml
            link
            fedilink
            32 years ago

            I’ve always house ruled that it didn’t make sense for a character to fail at the thing they’re the best at.

            House Ruled? That’s RAW. Crit Fails and successes only apply to attack rolls and death saves. And that’s how it should be.

          • teft
            link
            fedilink
            82 years ago

            I don’t understand what you mean. The game rolls automatically for lockpicking. If you roll a 1 it fails even if say the DC is 10 and you have +9 from expertise and various gear.

      • @conditional_soup@lemm.ee
        link
        fedilink
        5
        edit-2
        2 years ago

        [nervous sweating] I’ve always run my game with crit fail skill checks. That’s normal.

        Isn’t it?

        Isn’t it?

        • @hedgehog@ttrpg.network
          link
          fedilink
          122 years ago

          It’s the second shittiest common house rule, assuming you mean that if someone with a +15 bonus rolls a nat 1 on a DC 5 check, they automatically fail (possibly with a worse effect than if someone with a -1 rolled a 2).

          On the other hand, there are other ways to have crit fails on skill checks that are much more palatable, like:

          • having a slightly worse effect when someone rolls a nat 1 and would have failed anyway
          • having a worse effect when someone’s total is 1 or lower
          • having a worse effect when rolls are failed by certain thresholds, like by 10 or more (potentially, but not necessarily, only when the roll was a nat 1)

          (The worst common house rule, btw, is crit miss tables for additional effects beyond an automatic miss when you roll a 1 on an attack roll.)

          • @HardlightCereal@lemmy.world
            link
            fedilink
            English
            -22 years ago

            The worst common house rule, btw, is crit miss tables for additional effects beyond an automatic miss when you roll a 1 on an attack roll

            That’s not as bad as injury tables for going down

            • @hedgehog@ttrpg.network
              link
              fedilink
              12 years ago

              Are injury tables for hitting 0 HP are a common house rule? I can’t even remember the last time I read about a group using one, and I was subbed to multiple game tales groups on Reddit (including RPG Horror Stories).

              If you’re trying to run a gritty game, I can understand wanting a player hitting 0 to have an impact. I don’t think injury tables work otherwise. And I don’t personally think 5e is a great system for gritty games overall. The rules for Lingering Injuries are in the DMG, though, so it’s not always even a house rule.

          • @conditional_soup@lemm.ee
            link
            fedilink
            32 years ago

            Woah, crit fail tables, ain’t nobody got time for that. I like to use crit fails as an opportunity to impose a cost or hard choice on my players, both in combat and in skill checks. But then, sometimes I just have it as a no, because it’s possible to make no mistakes and still lose.

            Really, though, I always just thought that that was how it worked.

          • @Prancingpotato@lemmy.world
            link
            fedilink
            5
            edit-2
            2 years ago

            If a 1 is not a fail, why do you roll at all ? I mean if the DC is 5 and you have +15, your DM should just not make you roll (* you pass automatically). So a 1 should always be a fail.

            • @hedgehog@ttrpg.network
              link
              fedilink
              52 years ago

              The DM doesn’t necessarily have your modifiers memorized and asking what they are every time slows down play. The DM also likely doesn’t want to share the DC. The easiest fair solution is to always ask for a roll (assuming it’s possible, generically, to succeed or fail) and to then consider passes to be passes. If you only avoid asking for a roll when you know the player will make it, then you’re likely to be biased toward the players whose characters you’re more familiar with.

              So a 1 should always be a fail.

              RAW this is not the case. From the DMG:

              Rolling a 20 or a 1 on an ability check or a saving throw doesn’t normally have any special effect. However, you can choose to take such an exceptional roll into account when adjudicating the outcome. It’s up to you to determine how this manifests in the game.

              My experience with having nat 1s being auto fails and is that this results in characters who are “erratically … tragically incompetent” as well as taking away player agency (Nick Brown on rpg.stackechange explained this well). Maybe you and your players like a game like that, but I certainly don’t.

            • @hedgehog@ttrpg.network
              link
              fedilink
              42 years ago

              Yep, that’s solid! If they got rid of the bit that the designer, Mark, clarified in the comments (“If your nat 20 isn’t a critical success, it is still a success, and if your nat 1 isn’t a critical failure, it is still a failure”) then I’d be a fan. Even with that I still appreciate the extra flexibility that it adds to the design space.

              • @Jaarsh119@ttrpg.network
                link
                fedilink
                2
                edit-2
                2 years ago

                If you roll a Nat 20 or Nat 1 it raises or lowers the outcome from a crit success, success, fail, or crit fail. So Nat 20 on a roll that’s still ten below the DC takes it from a crit fail to a fail. It stops a Nat 20 on an impossible task from being a success if your skill just isn’t good enough in any way. We like playing it this way cause if our bonuses are so good (reflecting high training and skill) we can auto pass certain low level checks even on a Nat 1. It still means a Nat 1 is somewhat impactful as it stops an auto crit

                [Edit]: Adding an example Rogue attempts to pick a ‘complex’ lock with a low DC. Complex locks require multiple successes to actually unlock, and a crit success on a pick lock check counts as 2 successes towards opening it. Rogue has +22 to picking locks, lock DC is 10. With a roll of 1, the result is 23, which is more than 10 above the DC meaning critical success. But since its a Nat 1 it drops to success. So 5% chance of only getting 1 success towards the multiple required to open the lock. Picking a lock requires an action in combat to do this, so can add a bit more intensity if the party desperately needs to open the lock quickly. If it was outside of combat, DM would just say we unlocked it since its impossible to fail meaningfully if given enough time.

                On the other end, if the a different party members bonus is +4 because they are untrained and the DC is 35, a nat 20 gives a 24 as a result which is still 10 below a success, so a crit fail. Since it was a nat 20, the result goes up from a crit fail, to just a fail meaning it mitigates the worst part of the result. And FYI, a crit fail on picking a lock breaks your lockpicks so there’s extra outcomes and narrative results gained by using the crit fail, fail, success, and crit success rules

      • Ð Greıt Þu̇mpkin
        link
        fedilink
        72 years ago

        Are those actually “crit” fails or just auto fails?

        Never bothered to check if a nat one fail is any different than a nat two fail

        • @DoomBot5@lemmy.world
          link
          fedilink
          English
          62 years ago

          Just auto fail. A rogue lock picking a DC10 door still has a 1/20 chance of failing the check. That’s the difference.

      • @bouh@lemmy.world
        link
        fedilink
        22 years ago

        Crit fail and success for skill checks is a variant rule in the dmg (maybe even discussed in the PHB)

      • @Rooty@lemmy.world
        link
        fedilink
        32 years ago

        Crit fails on skill checks have been houseruled into the game for ages, this is not something cooked up by Larian

    • What changes have they made? I’d love to know as I’m always game to allow homebrew etc at my table (so long as I’ve read the material, everyone agrees, and we roll with it from the start of a campaign).

      • wootz
        link
        fedilink
        20
        edit-2
        2 years ago

        Off the top of my head:

        Changes fall into two categories:

        1. Rule Tweaks
        2. New mini-systems.

        Under 1:

        • Shove is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover’s strength and the target’s weight. It normally does not knock them prone unless they are shoved off a high ledge.
        • Weapons are given unique weapon action attacks depending on the weapon type. These can be used once per short rest only if the wielder is proficient with the weapon.
        • Removed the requirement that attacks must be made using Strength to activate the benefits of Rage.
        • Removed the requirement that attacks must be made using Strength to activate the benefits of Reckless Attack.
        • Fast Hands simply gives you an additional Bonus Action with no restrictions.
        • Haste simple gives you an additional Action with no restrictions
        • Consuming a potion is only a bonus action.
        • If a creature throws a healing potion as an action, it will break and heal all targets in a small radius.

        Under 2:

        Numerous weapons and items have systems attached to them that create or consumes various “charges” to add additional effects

        As an example, weapons and items with the “spark” ability builds Lightning Charges in the wielder when certain criteria are fulfilled.

        If 5 Lightning Charges are built up, the next instance of damage done with an attack role inflicts an additional 1d8 Lightning Damage.

        There are many more. See Here and Here

          • Tunawithshoes
            link
            fedilink
            62 years ago

            I love this changes and I really going to struggle to back to martial in 5e without them.

            No more I swing my sword end turn.

            Instead I use my Lacerate skill and hit with my sword. Then I use my bonus action to shove.

        • @Klaymore@sh.itjust.works
          link
          fedilink
          92 years ago

          Bonus action shove is so good, it lets you try shoving people off of edges or into environmental hazards instead of just whacking turn after turn. Also great for spellcasters and ranged attackers, but you need to roll for it so it’s not too overpowered. Bonus action potion drinking is also really nice.

      • @BenVimes@lemmy.ca
        link
        fedilink
        6
        edit-2
        2 years ago

        There are quite a few, but a simple one that I’ve put into my own house rules is giving all Clerics proficiency with flails and morningstars.

          • @BenVimes@lemmy.ca
            link
            fedilink
            92 years ago

            Flails are just objectively worse than warhammers. Same damage die, but lacking the Versatile trait. I’ve played with giving flails some other sort of secondary ability but never found something that works.

            Morningstars are functionally the same as warpicks, and both lack the Versatile trait. I’ve settled on changing the morningstar’s damage to 2d4 split between 1d4 bludgeoning and 1d4 piercing to set it apart.

      • wootz
        link
        fedilink
        22 years ago

        Not that I’m aware of.

        It sounds like an interesting change, though.

        I’m pretty pressed for time, but it would be interesting to do some testing on this.