this post was submitted on 26 Nov 2023
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[–] [email protected] 33 points 1 year ago (2 children)

Well you as a DM set the DC. If it makes sense to work then set it to 3 or something, or just make it free. But setting it to succeed on anything except for critical failure makes sense, since anyone can flub their grand moment.

[–] [email protected] 13 points 1 year ago (2 children)

I also hate the DnD criticals. First, they don't apply to ability checks if you're playing by the book, so the point is moot here. Second, why is someone very skilled at something just as likely to crit as someone unskilled? Pathfinder 2E does it great where you need to be over/under the AC/DC by 10 or more for a crit. Someone very good at something will critically succeed more often with that skill than someone very bad, who will critically fail more often. In fact, someone particularly skilled may not even be able to critically fail a check that's trivial for them. The fact that a master still has a 1/20 chance to critically fail trivial things in the DnD rules isn't ideal.

[–] [email protected] 8 points 1 year ago* (last edited 1 year ago) (3 children)

There are abilities and gear that lower your crit requirement, but usually only by 1, so 5% higher chance of crit. I agree that your crit chance should go up as you get better, but only in relation to the skill of your opponent. Like I'm sure Bruce Lee could punch me exactly where he wants to 100% of the time, but not so much against Donny Yen. The pathfinder system sounds smart.

It's definitely possible for people who have mastered things to critically fail. How many times have you drunk water in your life? Millions of times? But every rare once in a while you mess it up so bad that you put water into your windpipe. That's a critical failure. But the chances of it happening when you've mastered something should certainly be far lower than 5%.

[–] [email protected] 9 points 1 year ago

I agree that your crit chance should go up as you get better, but only in relation to the skill of your opponent.

Conveniently, that's also how Pathfinder does it.

[–] [email protected] 5 points 1 year ago

I can't remember when I last failed to drink. Maybe I'm an overgrown halfling and get to reroll 1s

[–] [email protected] 1 points 1 year ago

I was going to mention the feats that change crits in DnD 5E but I felt that was getting too far into the weeds. The fact of the matter is you skill doesn't really matter for crits in 5E. Maybe you decrease the requirment for a crit by 1, but let's say you have that and great weapon master. Shouldn't that -5 to hit effect your chance to crit? You're going all in on power, so you lose precision. Why are the odds exactly the same? It just doesn't make sense. The crit system is half baked and doesn't really work, and then your throw in advantage and disadvantage and the system is really flawed. Pathfinder 2E seems to have figure this all out, but the new version of DnD (5.5E, or whatever they call it) doesn't seem to try to fix it.

[–] [email protected] 2 points 1 year ago (2 children)

Critical success and failures are by the book.

They are an optional rule in the Dungeon Master Guide on page 242.

They are as optional as Multiclassing and Feats.

[–] [email protected] 1 points 1 year ago

Arguably MORE optional as this rule does not appear in the PHB, but fair enough. To me, using crits on ability checks messes with game balance too much and challenges verisimilitude. But, to each their own.

[–] [email protected] 1 points 1 year ago (1 children)

Well, the rule as stated there is a recommendation to possibly change "exceptional rolls" to have different effects. It talks about rolling a 1 and 20, but I'd say DMs should probably just use the Pathfinder option of getting 10 points higher or lower than the DC. It just makes so much more sense, although the advantage/disadvantage system doesn't really work for this as well as the Pathfinder system, which actually adds to your roll.

At the end of the day, everything in the book is a guide. You should throw parts away that don't work and add things that do. Regardless though, the rules of Pathfinder 2E need a lot less modification to work as you'd expect.

[–] [email protected] 5 points 1 year ago

Also you can just give advantage if it's such an obviously threatening situation.

That should easily make up for the lost + in Charisma modifier.