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Chebucto Regional Softball Club

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  3. Skill checks
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Skill checks

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  • ? Guest
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    Guest
    wrote last edited by
    #2
    *in the core rules. If you want to homebrew it then go for it.
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    • ? Guest
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      Guest
      wrote last edited by
      #3
      put bards in garbage can. hm makes sense.
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      • ? Guest
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        wrote last edited by
        #4
        If the players are demanding wild results, especially if they're the kind to roll unprompted, then sure. But in my experience, it's usually just a little flourish or a small bonus, which I think is fine. And if the issue is that a nat 20 doesn't guarantee success, technically, sure, but I'd be more annoyed being asked to make a pointless roll. I know there are reasons, like a hidden target number, or other characters being able to do it, but in general, I'd rather just hear "no" than go through a pointless check.
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        • ? Guest
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          wrote last edited by
          #5
          It's technically homebrew, but basically every table Ive played at will give you a little bonus if you roll a 20 for a check and a little negative if you roll a 1. But we still kept that a 20 does not necessarily mean an auto success and a 1 is not necessarily an auto failure. You still need to beat the DC
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          • ? Guest
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            IndescribablySad@threads.net
            wrote last edited by
            #6
            They can’t crit, but success can determined by numerical thresholds that the dm sets, and they just so happen to align with rolling a 12 for success, 20 for glorious accomplishment, and 1 for terrible snafu.
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            • ? Guest
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              wrote last edited by
              #7
              Rule of cool If something sounds fun it’s happening at my table. If you roll a 20 on persuasion or something we’re going to have fun, but I’m not turning characters into literal gods (though that did happen one game)
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              • ? Guest
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                bartydecanter@lemmy.sdf.org
                wrote last edited by
                #8
                They absolutely do, and the bonus effects are listed in the description of each skill action. Oh. you mean in D&D. *washes hands*
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                • ? Guest
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                  wrote last edited by
                  #9
                  ![](https://sh.itjust.works/pictrs/image/f3295e71-046c-4070-b21e-d48b07433c89.jpeg)
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                  • ? Guest
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                    wrote last edited by
                    #10
                    They do in PF2e. And it rocks
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                    • ? Guest
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                      wrote last edited by
                      #11
                      Depends what system you're playing
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                      • ? Guest
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                        wrote last edited by
                        #12
                        I... did not realize that, I guess it makes sense, but I also think the concept of a skill check being able to do something analagous to critting is actually a good idea, if other rules or the scenario ... fit this as a mechanic.
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                        • ? Guest
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                          wrote last edited by
                          #13
                          I like the idea of extraordinary luck given to players. Giving everything they do a 5% chance of incredible success no matter the difficulty is such a small tweak to let some really hilarious, or awesome things play out. And they will take more risks knowing there is potentially a great reward. How do you balance this? 5% chance of terrible failure no matter how easy. No more automatic success. Sometimes shit just happens and when it happens, it _really_ hurts. And also, you can just make regular failure more punishing or even make success a monkey's paw thing: "You want to seduce the lich?! *already rolling dice* "No, you fail. In your attempt to seduce the lich, his aura of evil has made you impotent. Permanently." OR "YES NAT TWENTY!! *DM deadpan for 10 seconds, then* "I have a fetish for fingers. I'll give you the information you want in exchange for a few those delectable, dainty fingers, half-elf" (Some temporary debuffs that can heal, and they get to skip the fetch quest)
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                          • ? Guest
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                            wrote last edited by
                            #14
                            In 5e, they do if you like fun. But go off on your "correct" way to play
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                            • ? Guest
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                              wrote last edited by
                              #15
                              D&D has all the money in the entire hobby, basically, and they still make terrible design decisions like this. Rolling a nat 20 and getting a crit is the jackpot of d&d mechanics. Don't design a system where sometimes you hit the jackpot but don't win anything. That's an objectively bad choice to make.
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                              • ? Guest
                                It's technically homebrew, but basically every table Ive played at will give you a little bonus if you roll a 20 for a check and a little negative if you roll a 1. But we still kept that a 20 does not necessarily mean an auto success and a 1 is not necessarily an auto failure. You still need to beat the DC
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                                sbv@sh.itjust.works
                                wrote last edited by
                                #16
                                Agreed, auto success on a skill check nerfs challenges. If the DC is so high that the PC doesn't succeed with a 20, it seems too random to give it to them. Then again, it depends on the situation: a nat 20 trying to convince the penny pinching tavern owner to give you a discount seems like fun even if the DC should be infinite; but when dealing with something story related, I'd stick a little closer to the rules.
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                                • ? Guest
                                  It's technically homebrew, but basically every table Ive played at will give you a little bonus if you roll a 20 for a check and a little negative if you roll a 1. But we still kept that a 20 does not necessarily mean an auto success and a 1 is not necessarily an auto failure. You still need to beat the DC
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                                  wrote last edited by
                                  #17
                                  This is the way
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                                  • ? Guest
                                    They do in PF2e. And it rocks
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                                    wrote last edited by
                                    #18
                                    ::: spoiler 🤓 Pedant mode activated 🤓 🤓 Erm, ackshually, a natural 20 only increases the degree of success by one. This means, for example, if someone rolls a 20 on an attack roll, the total with modifiers is 28, and the defender's AC is 30, the attack will be bumped up from a failure to a normal success, not a critical success. 🤓🤓🤓🤓🤓 :::
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                                      wrote last edited by
                                      #19
                                      A jackpot is not 5% odds or a 1 in 20 chance. A natural 20 is not as rare as y'all wanna make it out to be.
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                                      • ? Guest
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                                        wrote last edited by
                                        #20
                                        Ok, but if the 20 doesn't succed, why did you let them roll in the first place?
                                        ? JackbyDevJ ? ? A 7 Replies Last reply
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                                        • S sbv@sh.itjust.works
                                          Agreed, auto success on a skill check nerfs challenges. If the DC is so high that the PC doesn't succeed with a 20, it seems too random to give it to them. Then again, it depends on the situation: a nat 20 trying to convince the penny pinching tavern owner to give you a discount seems like fun even if the DC should be infinite; but when dealing with something story related, I'd stick a little closer to the rules.
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                                          wrote last edited by
                                          #21
                                          But at the same time, if the DC is so high that no roll could succeed, then they shouldn’t be rolling for it in the first place
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