• teft@startrek.website
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    9 months ago

    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.

    • inasaba@lemmy.ml
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      9 months ago

      DC 10. You roll a natural 1, it modifies to 15. CRITICAL FAILURE

      I feel like it’s a bit ridiculous. A professional with expertise doing the worst they possibly can shouldn’t be the same as any random untrained person doing the worst they can.

      • snooggums@kbin.social
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        9 months ago

        That is why they ditched critical failures and success in tabletop D&D.

        My guess is they kept it in bg3 so there would be a chance of failure on everything including the DC 2 rolls, but to be honest I don’t think that chance of failure really adds anything to the game.

    • MajorHavoc@lemmy.world
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      9 months 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.

      • macmacfire@lemmy.ml
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        9 months ago

        I’ve always house ruled that it didn’t make sense for a character to fail at the thing they’re the best at.

        House Ruled? That’s RAW. Crit Fails and successes only apply to attack rolls and death saves. And that’s how it should be.

      • teft@startrek.website
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        9 months ago

        I don’t understand what you mean. The game rolls automatically for lockpicking. If you roll a 1 it fails even if say the DC is 10 and you have +9 from expertise and various gear.

        • Omniraptor@lemm.ee
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          9 months ago

          Is taking 10/taking 20 not a thing in later editions?

          Edit: apparently not explicitly though the dm handbook implies you should delete players auto succeed on tasks they can retry