Thread: Minor change to BRP Criticals?
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November 2nd, 2010, 08:08 #1
Minor change to BRP Criticals?
Just curious what it would take to change the BRP ruleset to define critical successes and critical failures to trigger on every 5th number instead of a 5% chance. So you get one on a 5, 10 . . . 95, 100 instead of a 5% chance of your skill level.
Would an Extension be the best method to do this?FG:Unity Ultimate License Holder: Meaning anyone can join my games, even those with just the Demo . . .
Timezone: UTC-6/CST (My 'Current' Local Time)
Currently Running: An Old-School Essentials campaign, set in Hârn . . . Here is the discord channel -> Hârnic OSE.
Current Design Project: Developing a stand-alone "Hârnic 5e" setting for OSE and Fifth Edition . . .
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November 2nd, 2010, 09:44 #2
I'm away from my Windows computer (and will be until Tomorrow evening) but I think that BRP critical/fumble results can be modified quite easily by an extension, and suggest you go down the 'MyQuest' route.
I'll dig out some code over the next few days.
Stuart
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November 4th, 2010, 08:10 #3
I've had a look into this and it is as I expected: extensions can change the way special rolls are determined by registering to handle the function getRollResult(). The default handler does the following:
Code:function getRollResult(skilllevel,roll) local fumble = 101-math.floor((100-skilllevel)/20+0.5); local special = math.floor(skilllevel/5+0.5); local critical = math.floor(skilllevel/20+0.5); if fumble>100 then fumble = 100; end -- which category is the result? if roll>=fumble then return "FUMBLE!"; elseif roll>95 or roll>skilllevel then return "Failure"; elseif roll<=critical then return "CRITICAL!"; elseif roll<=special then return "SPECIAL"; end return "Success"; end
Hope that helps
Stuart
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