this post was submitted on 24 Nov 2023
624 points (98.9% liked)
Dungeons and Dragons - Memes and Comics
3138 readers
1 users here now
A community for Dungeons and Dragons Memes and Comics
/c/DnD Network Communities
- Dungeons and Dragons
- Dungeons and Dragons - Art
- DM Academy
- Dungeons and Dragons - Homebrew
- Dungeons and Dragons - AI
- Dungeons and Dragons - Looking for Group
Rules (Subject to Change)
- Be a Decent Human Being
- Credit OC content (self or otherwise)
- When posting OC comics please tailor your title to adhere to the following format*:
"Title" - [Comic Name]
e.g. "Krak of Dawn" - [Swords Comic]
*Does not apply to memes
- Posts must have something to do with Dungeons and Dragons and be in a meme format or a comic
- Zero tolerance for Racism/Sexism/Ableism/etc.
- No NSFW content
- Abide by the rules of lemmy.world
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Crits on skill checks ruin the game because nothing becomes impossible, which ruins the story. You shouldn't e.g. be able to jump infinitely high by rolling Athletics until a 20 comes out, assuming you want your world to, you know, have prisons in it.
Critical successes and failures can easily exist while still having the impossible be impossible, that's the DMs job
Player rolls 20 on an intimidation check despite their roleplay being more awkward than intimidating? Critical success, because it's funny and entertaining usually to do so and it's theoretically possible anyway.
Player rolls 20 on a strength check to lift a giant iron gate? You did a really good job of trying, but no, you're not strong enough to lift something 100x your size and weight
Nat 20 on trying to convince the king to give you his throne? He's amused and either hires you as a jester, or let's you have a literal replica of his chair.
I see Nat 20's on skillchecks as "something good happens, but if it's impossible then the good thing might not be what you expected"
one time the dungeon master planned a big dungeon crawl and put a wall with a tiny hole to look through in it so we can see the boss before fighting it
one guy wanted to roll for breaking the wall with his sword. got a nat 20. we fought the boss early haha
You’d be a much more fun DM than the guy you’re responding to hahaha
Thats literally not a critical success though. Your example of doing critical successes right is not having critical successes
Not at all. A crit is never doing the impossible, it's doing the best possible. A crit at first level isn't going to one shot an elder dragon, but you'll hit it and do some damage.
A crit trying to lift the castle's giant, wrought iron portcullis isn't going to lift it, but it just might help you realize one of the bars isn't as firmly connected as it ought to be...
A critical success trying to lift the portcullis lifts the portcullis. If it doesn't, you arent playing with critical successes.
Which is good, because they are dumb
But saying crit successes are fine because they can still fail, with other results? That's not a crit success.
Does a crit on an attack automatically kill the attacked thing? Of course not, that would be absurd. Depending on the rules you're using it either does max damage, or bonus damage. It also often is a successful hit even if the attacker would not successfully hit. It is the best outcome the attacker could hope to accomplish.
A crit success at a skill check is no different. You can not expect to convince the Dwarven kingdom that you, a human, are the long lost prince with a deception check any more than you can expect a first level rogue to sneak attack any noticable damage onto the Tarrasque. But you can score a hit, or convince them you believe you are the long lost prince and that maybe they need to find out why.
It sounds like what you think a crit anything is is pretty dumb. Success doesn't begin and end at accomplishing the entirety of your goal with a thing. If it did we're still going to have to make every combat crit a kill shot.
Flavor the failure to a success then: in an impossible feat of strength, you managed to lift the iron gate high enough for a small creature to crawl through.
Then, depending on how important this situation is for progressing the narrative (whether you as the DM want them to get through or not), you have options to build on their success. Do they have a small creature in their party? Will they be willing to split the party? Do they have the strength to continue holding it up or is there a risk someone would be crushed crawling under? Or maybe their crit success was enough to move it but not enough to hold it at all for a chance for any one to get through.
Thats not a critical success. You are describing a normal DM response to a high roll.
If its a crit success, they succeed in their attempted goal
Semantics I guess. I see your point and don't see a problem with a DM running things that way, but I don't think there's a problem with letting the players enjoy the idea of a critical success on their roll while keeping things functionally the same so as not to break the game.
In other words of what others have already said, a crit skill check isn't making the impossible possible, it's the best possible outcome you could hope for. Just like how a crit on a thing you can't hit is the best you could hope for. You don't instantly kill it, you just get a very good shot in.
You don't convince the guard to let you go free, but maybe you manage to get him to believe you're inept enough that he can go to the other room and have a nap.
I really like Pathfinder 2e's graduated success model, where how much you beat the DC by matters. A crit bumps you up a success bracket, so if you roll a 20 on a DC 100 check, you still fail but it's not an abject flop. It could be a success at great cost, or a failure without as great a penalty, and the move tells you which.
Well that sounds like a great reason to look at Pathfinder 2e
There are many.
Counterspell is way more interesting, for the reasons listed above and more.
The levels of success thing means if you crit, you can counter spells up to three levels higher than the spell slot you spent to cast counterspell.
Plus, it's mechanically different based on which class you learned it under, and then you can customize the heck out of it with feats. The one that interested me the most out of the latter was one that lets you spend thematically opposing spells that you've prepared instead of one that's identical to the spell you're countering, like a water spell to counter a fire spell (comes down to GM's decision to prevent game slowdown due to bickering).
I think a great analogy is Puss in Boots vs the giant of Del mar.
There's no way a cat with a tiny needle for a sword would one-hit an 8 storey tall giant. But that Spanish splinter scene was a perfect example of a critical on a massively oversized creature.
That's not how crit skill checks work, so no wonder you don't like your version of them, your version does suck.
It's role play, not roll play. Don't be a metagaming ass and just have fun