No.412509
From what I've heard, Call of Cthulhu uses a d100 for every action and determines success by whether the roll is lower than the characters skill. This seems like an easy system to improvise in because it should be easy to think of success rates in terms of percentages.
How do criticals work in a system like this? My group absolutely loves critical successes and failures, so having only one percent chance for each would be way too little. Likewise counting everything under 10 or over 90 a critical wouldn't take the characters skill into account. How do you implement criticals in a d100 system?
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No.412516
A) Slap the shit out of your players. Crit fail/ success are cancer.
B) only on a nat 1/100. Granted it would be a bit less cancer because you only have a one out of fifty. Still, cancer spreads.
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No.412517
>>412509
rtfm you cancerous faggot
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No.412520
>>412517
Unironically this. If you don't know how the system works, just grab the PDF and read it. This isn't even a question worthy of the QTDDTOT.
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No.412526
>>412520
>>412517
I haven't read it because we're not playing Call of Cthulhu. I have never played it either and only mentioned it because the idea of rolling a d100 for everything would make our homebrew system much easier.
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No.412527
I suppose to get some form of discussion into this instead of another three reply thread of some people shitting on OP; what is with the hate regarding Crit Successes\Fails? I can understand some chafing at the thought of INSTANTLOSS, but in real life sometimes shit does just fuck up, and the critical failures\fumbles do a good job at portraying that, and before someone says they dont play this for realities sake I just want to also add that adding a little bit of randomness keeps things fresh and in cases of skill checks where the critical fails prevents them from attempting further what they were doing it forces the players to try out a new approach.
Also to answer OP, I think what you're looking for is similar to what UA did, a failed roll with matching digits should constitute your critical failure.
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No.412535
>>412527
>what is with the hate regarding Crit Successes\Fails?
They're often wildly exaggerated to moronic effect due to bad meme bullshit that started with 3.5 for the most part. Image related.
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No.412540
>>412526
>homebrewing when you're obviously a brainlet
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No.412565
>>412526
How the hell are you homebrewing a system if you aren't taking the time to try other things and figure out what works for you and what doesn't? I bet you're just making some half-assed rules-lite thing filled with memes, aren't you?
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No.412569
>>412535
That and shit like DMs letting people use inappropriate skills because players happened to roll well.
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No.412573
>>412569
But anon,
>I intimidate le mountain
Is an epic greentext meme. Do you have something against FUN?!
feel free to delete this post
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No.412577
>>412573
>I intimidate le mountain
Honestly I'd allow that for a high-level druid. Consider that dwarves have connections to the element of earth and nature spirits get bamboozled all the time in mythology.
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No.412578
>>412577
Sure, I can see maybe doing something with a very high-level character in tune with nature and who uses magic related to it. I would allow that only on an incredibly high roll, but if they weren't able to meet the DC with a 20 then they failed.
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No.412590
Since no one actually answered your question, CoC has relatively weak crits, but it is a game with a narrow range of effect, so it can make a significant difference. The equivalent of a crit is rolling < skill/5. In effect, 20% of successes are crits.
Defense rolls also get this, so even a crit can be avoided with a crit defense roll.
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No.412888
>>412527
>>412590
Thanks! Using matching digits to make a success or failure critical sounds like a brilliantly simple idea. I'll definitely try it in the coming weekends game.
>>412535
>They're often wildly exaggerated to moronic effect due to bad meme bullshit
Sounds like your problem is more about bad DM's than criticals themselves. Some good examples of criticals I've had are:
>character trying to convince a tribe they're trustworthy, but is still holding a steak he just nicked from their campsite.
>princess telling concerned citizens everything is under control and coming up as blatant liar because everyone can see the chaos the town is in.
>Barbarian attempting to leap-tackle a fleeing enemy in a mine tunnel, knocking himself unconscious on a ceiling support.
Criticals tend to be most interesting in greentext stories too so what are your experiences with them, whether good or bad?
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No.412899
>>412527
It'd probably work better if critical fumbles had a second roll to confirm failure. That way a level 40 demi god doesn't have a 5% chance to stab his own eye out every time he wanted to attack a level 1 peasant.
I mean, critical hits need a confirmation roll, why not fumbles too?
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No.412939
>>412899
>That way a level 40 demi god doesn't have a 5% chance to stab his own eye out every time he wanted to attack a level 1 peasant.
Well who says it's a level 40 character? Hell at that point why is the DM even making said character roll to hit a level one peasant? It should be as trivial as swatting n insect at that point.
But your option of confirming sounds fair. If they roll again and succeed it's just a normal fail, but if they fail a second time thats when the critical failures should come out.
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No.412955
>>412888
All of your examples are pretty awful. The first two are trying to do something like lying to someone's face when they have no reason to believe the liar and the third is just an unnecessary punishment for attempting an action.
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No.412970
>>412939
It's an exaggeration, the point being that you shouldn't have an automatic 5% chance to fumble no matter how easy the task.
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No.412973
>>412899
Okay so he has a 2.5% chance to stab his own eye out instead of 5%. Problem solved.
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No.413012
I actually use Basic Roleplaying for all my games.
Critical chances work like this:
>players skill with a sword is 45%
>divide that by 5 and you end up with 9%
>if player rolls 9 or lower on a percentile, they critically hit the enemy
>rolling 96% or higher is a critical failure
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No.413013
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No.413037
>>412577
>>412578
>>412573
It's different to do that with like a DC 40 or something than to let just anybody roll a crit. You'd also have to communicate somehow with the target. Intimidate and similar social checks sometimes confer a penalty if you don't have a language in common. There should be a much bigger check for something that's as alien to a person as a nature spirit. The bonus of a natural feature or nature spirit thereof should be huge regardless of who's trying to do it. Intimidating geographical features is a god-level action.
I've thought about the idea before, having stats for mountains, rivers, etc. Realistically they should have massive STR and CON and really big size, maybe lots of HD if they're especially old or developed. They'd have no or very low mental stats though so might be vulnerable to trickery in theory. Having an encounter where the enemy is the mountain itself would be fun.
>you hit the rock face with your sword
>it clangs loudly and bounces off, bent to shit and basically useless
>suddenly you feel a tremor and a second later hear rumbling above you
>you look up in time to see a minor landslide barreling toward you
>because you didn't roll high enough on the save, you're buried
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No.413054
>>412970
What would you say is a reasonable probability for critical failure? I think the houseruled 5% that a lot of people play D&D with is stupid and I don't know how people can stand playing like that. A second roll of 1 would make it a 0.25% chance, which is more sensible, I suppose.
I know there are games like GURPS which have variable critical success/failure rates, such as rolling ten or more over your target number on 3d6 is always a crit fail, so if you're trying something really stupid then you're more likely to hurt yourself.
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No.413143
>>413054
I think 0.25% is a good number, it means it happens rarely but still has a chance to happen. Bad luck can affest anyone after all.
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No.413147
>>412535
That's not entirely true, in 2e you can critically succeed or fail with your skill checks.
Granted, the success is basically a "you make an item so good it can be used for enchantment" and the failures are "you get the wrong information".
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No.414088
>>412535
I just do: if die=1 automatic failure unless your bonuii are really high, or die=max number auto success unless your bonuii are really low. It also helps stave off munchkining. I don't do anything insane, but lockpick + crit success plus no or any bonus in lockpicking then it's successful. Lockpicking plus one on the die is just a failed attempt, no broken tools or door, hell they can try again if they want.
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No.414100
Fumbles are just a penalty for being willing to try more. Don't use them.
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No.425489
>>413054
I homebrewed for my Cyberpunk 2020 group that critfails and critsuccesses only happen if you fail/succeed a LUCK save after rolling. Effectively, you can build a character with the full vanilla 10% critical chance and 0% critical failure, or a character that can never get anything right. Average characters (LUCK 5) get a 5% chance to both, which is still fairly high, but not absurdly high like the flat 10% of the vanilla game. And, if you don't like it, you can always invest in LUCK during chargen and stop being such a minmaxer.
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