this post was submitted on 12 Oct 2023
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[–] Wootz@lemmy.world 0 points 1 year ago (1 children)

I'm curious as to how quickly BG3 rule changes will start making their way into tabletop house rules and 3rd party supplements.

My guess is pretty quickly, if my own group is any worthwhile measurement.

[–] Golett03@ttrpg.network 0 points 1 year ago (2 children)

Yeah. Larian made some really good changes to D&D, then they added crit fails to skill checks

[–] teft@startrek.website 0 points 1 year ago (1 children)

then they added crit fails to skill checks

Do you know how many times that has pissed me off? Especially on my rogue where even a 1 would have opened the damn lock.

[–] MajorHavoc@lemmy.world 1 points 1 year ago

Yeah, as DM I've always house ruled that it didn't make sense for a character to fail at the thing they're the best at.

Though I have been known to interpret a natural 1 as a crazy external force - like an earthquake - and have them reroll at -10.

Makes it even more fun when they succeed anyway.

[–] conditional_soup@lemm.ee 0 points 1 year ago* (last edited 1 year ago) (1 children)

[nervous sweating] I've always run my game with crit fail skill checks. That's normal.

Isn't it?

Isn't it?

[–] hedgehog@ttrpg.network 0 points 1 year ago (1 children)

It’s the second shittiest common house rule, assuming you mean that if someone with a +15 bonus rolls a nat 1 on a DC 5 check, they automatically fail (possibly with a worse effect than if someone with a -1 rolled a 2).

On the other hand, there are other ways to have crit fails on skill checks that are much more palatable, like:

  • having a slightly worse effect when someone rolls a nat 1 and would have failed anyway
  • having a worse effect when someone’s total is 1 or lower
  • having a worse effect when rolls are failed by certain thresholds, like by 10 or more (potentially, but not necessarily, only when the roll was a nat 1)

(The worst common house rule, btw, is crit miss tables for additional effects beyond an automatic miss when you roll a 1 on an attack roll.)

[–] Prancingpotato@lemmy.world 0 points 1 year ago* (last edited 1 year ago) (1 children)

If a 1 is not a fail, why do you roll at all ? I mean if the DC is 5 and you have +15, your DM should just not make you roll (* you pass automatically). So a 1 should always be a fail.

[–] hedgehog@ttrpg.network 0 points 1 year ago (1 children)

The DM doesn’t necessarily have your modifiers memorized and asking what they are every time slows down play. The DM also likely doesn’t want to share the DC. The easiest fair solution is to always ask for a roll (assuming it’s possible, generically, to succeed or fail) and to then consider passes to be passes. If you only avoid asking for a roll when you know the player will make it, then you’re likely to be biased toward the players whose characters you’re more familiar with.

So a 1 should always be a fail.

RAW this is not the case. From the DMG:

Rolling a 20 or a 1 on an ability check or a saving throw doesn't normally have any special effect. However, you can choose to take such an exceptional roll into account when adjudicating the outcome. It's up to you to determine how this manifests in the game.

My experience with having nat 1s being auto fails and is that this results in characters who are “erratically … tragically incompetent” as well as taking away player agency (Nick Brown on rpg.stackechange explained this well). Maybe you and your players like a game like that, but I certainly don’t.

[–] Honytawk@lemmy.zip -1 points 1 year ago* (last edited 1 year ago)

If the DM doesn't know the stat your character has the highest in and uses all the time, they have an awful memory and shouldn't really DM.