• @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.)

      • @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

      • @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.