Morwindl - Rising Tide
I believe in transparent communication, and as such, I want you to be able to see the rules that we live by, that may be different from what you are used to.
- Critical Failure – when making a skill check, a natural 1 does not automatically mean failure. However, if failure happens, there will be an additional, logical penalty assigned (the trap explodes, you fall and take a teammate down with you, etc).
- Critical Hit – a second role will be made (confirming the critical); if it (plus attack bonus) is beats the AC, a critical hit happens. From that point, the player may choose the simple damage increase per standard rules, or draw a critical hit card, following what is prescribed there.
- Critical Miss – when attacking, if natural “1” is rolled, the attack automatically misses, and a second roll is made. That second roll will determine what logically happens from there (if a ranged attack, perhaps directed at a teammate, if a melee weapon perhaps dropped/broken, etc.), or instead of making a second roll, the player may draw a critical fail care, following what is prescribed there.
- Critical Success – when making a skill check, a natural 20 does not automatically mean success. However, if success happens, there will be an additional, logical bonus assigned (no one can tell the lock was picked, swim speed increased, etc).
- DM’s word is final – in the interest of keeping the game moving at a reasonable, fun pace, I may make spot rulings based on what I think makes logical sense. In that moment, my word is final. After the session, I’m happy to spend some time with you searching for good answers to the rules question that has come up. Don’t worry, it isn’t personal, I just don’t want to waste the rest of the groups time by debating and researching while game play is at a halt. If you have something you know may be tricky, look up and have the relevant rules handy for quick perusal.
- Dodge – instead of using the D&D 3.5 version of the dodge feat, we use the Pathfinder version instead (+1 AC). It is far less tedious and a more useful feat.
- Karma – doing cool things for the groups earns you points you can spend on your character.