Big skill difference in combat

superc0ntra

Mongoose
Something struck me.
As per the rules when one of the opponents has a skill level above 100 he temporarily lowers it and the opponents so he is at 100 and the other guy gets lowered an equal amount. So far everything is clear except 2 questions.
1. Is the critical chance also lowered? I.e if you lower from 130% (13% critical) to 100%, is it 13% or 10% of scoring a critical that applies.
2. What happens when one of the parties is skillful enough to lower the opponent below zero? Lets say you are at 200% vs someone with 70%. Any special bonuses?
 
superc0ntra said:
Something struck me.
As per the rules when one of the opponents has a skill level above 100 he temporarily lowers it and the opponents so he is at 100 and the other guy gets lowered an equal amount. So far everything is clear except 2 questions.
1. Is the critical chance also lowered? I.e if you lower from 130% (13% critical) to 100%, is it 13% or 10% of scoring a critical that applies.
2. What happens when one of the parties is skillful enough to lower the opponent below zero? Lets say you are at 200% vs someone with 70%. Any special bonuses?

The critical range is also lowered. You could house-rule that the crit range remains as for the unmodified skills (this includes the <100% combatant), but that may get confusing. Your critical range is always based on a modified skill, irrespective of how the modifier comes about, and the >100% lowering is simply another form of modification.

If someone is lowered to zero, then they're completely outclassed. The superior skilled character wouldn't gain any special bonuses. But remember that there's always a 5% chance of success, regardless of the skill's modified value, so even though technically outclassed to the point of uselessness, it may still be worthwhile making that roll.
 
In Legend, the critical skill is based on the final skill score, inclusive of all bonuses and penalties.

Everyone always has a 5% chance of doing anything and can score a critical on an 01, even if their adjusted chance is below 0. That gives someone the chance of a "lucky blow".
 
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