|
|
Thread Tools | Search this Thread | Display Modes |
|
#1
|
|||
|
|||
In most other systems it was also increase your chance of a critical. I am not trying to make negative comments I am working on the die rolling n a Roll20 character sheet and I am trying to cover all the bases.
|
#2
|
||||
|
||||
Quote:
Having 100% is obtainable with time, education, and practice. Having 120% or 150% is the kind of dedication that limits a persons activities to train other skills. Having a 150% is Olympic or F class rifle shooter and doesn't translate at all into being a scout sniper for the Marine Corps. I think 4th makes that distinction by making buying skills a one for one exchange for 1 - 40%, then 3 for 1 from 41% to 60%, and 5 for 1 for 61% on up. Meaning the skill points paid to buy skill percentages. Still better to cap the skill at a level for PCs and allow exception for plot specific NPCs, in my opinion. |
#3
|
|||
|
|||
You are mixing skill level up with chance of success. With aiming the chance of success could be double your skill not to mention mods for point blank and auto fire.
|
#4
|
||||
|
||||
Quote:
Ok.... I call those modifiers. Aiming a +10% modifier, Fog a -10% modifier. I misunderstood your post from the beginning. I thought you were talking about base skill of 100% from the start. In that case.... max out the positive modifiers at 100% and don't let it go higher. Max out the negative modifiers at 0% and don't let it go lower. That is absolute success and absolute failure. |
#5
|
|||
|
|||
I think I will leave it to the individual PD and display a note refering to page 50
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|