Page 1741 in Little Garden
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Page 1741

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By the same author as Grand Line 3.5


19th May 2022, 4:58 AM

As a continuation of the discussion from the previous page, since people have such vividly different opinions on the matter, Critical Skill Checks (both pass and fail) are described on pg34 of the 3.5E Dungeon Master Guide (the first one) in a Variant Rule Sidebar at the bottom of the page. I can't speak to AD&D or 4th or 5th as I never devoured those rulebooks like I did 3.5, but it's been an optional part of the rules since at least 2003. Every DM I ever had played it that way.

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20th May 2022, 12:58 AM

Uh, sorry, I thought this was a new page, I guess my cache was messed up. It didn't show this page until last night but there's already a newer one

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20th May 2022, 10:47 AM
"It's fine"

I am working with a complete homebrew (mashup of 3.5e/4e/5e, mixed with my own original rules). What I finally decided was to make critical rolls for skills based on margins.

Within a margin of 5 (e.g. Stealth 15 + natural 20, DC 40): Auto success
Within a margin of 10 (e.g. Stealth 10 + natural 20, DC 40): Roll 1d10
Above a margin of 10 (e.g. Stealth 5 + natural 20, DC 40): The DM should tell the characters in advance that they need some way of adding bonuses, because this roll is currently impossible.
Epic Level (DC 41 or higher): Regardless of added bonuses, you are not able to make this roll until you are at least level 21. After that, the above rules apply.

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