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Switch to Forum Live View An idea for expanding the failure range
4 months ago  ::  Jan 23, 2013 - 7:18AM #1
biotech66
Date Joined: Aug 17, 2007
Posts: 9
Right now when you fail a climb or disable device check, you can fail by a little and its ok, but if you fail by a lot, bad thigns happen.  I like that, but shouldn't you be able to expend that range by which you can fail?  I have two ideas for that and I want to hear what you guys think.  My ideas are at throatpunchgames.com/2013/01/23/daily-pu...  I'd want to hear what you think.

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4 months ago  ::  Jan 23, 2013 - 7:32AM #2
jaelis
Date Joined: Apr 12, 2004
Posts: 2,978
Honestly, it seems like a pretty narrow benefit for a feat. I'm fine with the failure rules as they are, but you would probably be fine with a houserule that for any skill you're trained in, bad things happen if only if you fail by 5+ability mod or more.
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4 months ago  ::  Jan 23, 2013 - 7:42AM #3
biotech66
Date Joined: Aug 17, 2007
Posts: 9
That might be a better idea for a feat if it expanded all your failures by the ability mod.  Also, it meets my criteria as a non-game breaker since some players would not really care about failing since some skills are just straight up fail/succeed.
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