Natural 10, natural 1, and critical successes and failures
Publié : 29 nov. 2012, 21:52
After reading the rules, I am left to wonder a bit about the dice rolling. A critical success is achieved by rolling a 10 and then rolling another 10. A critical failure is achieved by rolling 1 and then rolling another 1. Some rules described special effects for rolling a 1 or 10.
My issue here is: This feels completely random. Nothing in those rules relates to the actual level of skill possessed by the character. I don't really like that. A fluke dice roll suddenly grants you an advantage or a disadvantage. It simply feels broken, because someone with a high skill could still incurr disadvantages, because he rolled a 1.
Also, criticals will only happen 2% of the time. Not really enough to bother with them at all.
So, I am proposing an alternate dice roll:
You determine success by rolling Way + Domain/Discipline + 1W10 like in the normal rules. When Way + Domain/Discipline exceed or equal the Difficulty, you don't need to roll at all, you simply achieve a normal success.
When you roll a 10, you roll again. Then you add the result to the first roll. You don't get to re-roll another 10.
When you roll a 1, you roll again. Then you subtract the total sum of both roles from your result. You don't reroll another 1.
A critical success is achieved, when you exceed the Difficulty Target by a margin of 10 or more.
A critical failure is achieved, when your total is at least 10 lower than the Difficulty Target.
Could that actually work?
My second alternative proposal is: leave everything as it is and re-name Critical Failure to "Very bad luck" and "Critical Success" to "Very lucky".
My issue here is: This feels completely random. Nothing in those rules relates to the actual level of skill possessed by the character. I don't really like that. A fluke dice roll suddenly grants you an advantage or a disadvantage. It simply feels broken, because someone with a high skill could still incurr disadvantages, because he rolled a 1.
Also, criticals will only happen 2% of the time. Not really enough to bother with them at all.
So, I am proposing an alternate dice roll:
You determine success by rolling Way + Domain/Discipline + 1W10 like in the normal rules. When Way + Domain/Discipline exceed or equal the Difficulty, you don't need to roll at all, you simply achieve a normal success.
When you roll a 10, you roll again. Then you add the result to the first roll. You don't get to re-roll another 10.
When you roll a 1, you roll again. Then you subtract the total sum of both roles from your result. You don't reroll another 1.
A critical success is achieved, when you exceed the Difficulty Target by a margin of 10 or more.
A critical failure is achieved, when your total is at least 10 lower than the Difficulty Target.
Could that actually work?
My second alternative proposal is: leave everything as it is and re-name Critical Failure to "Very bad luck" and "Critical Success" to "Very lucky".
