atgxtg said:
I'm a bit confused though, if you intend to cap the skill at 100%, how would someone get a 18% critical chance? Wouldn't the skill stop at 100, so the crit stop at 10%?
Well, all the great advice on this thread is slowly convincing me to go back to the original MRQ rules.
Initially, I thought to cap out the skills at 100%, to avoid problematic opposed rolls over 100.
Then, with all the modifieres that put that over 100, I realized that would not work anyway.
Then, as an alternative, I suggested using the current rules (allowing skills > 100, thus allowing crits over 10%), but limiting any opposed rolls to a maximum of 100 (after modifiers).
I'm not sure this second solution would really work?
It would avoid the current (or house) rules for opposed skills over 100%.
Only criticals would be the decisive factor if two or more people had opposed rolls over 100%.
For example arm wrestling with 120% vs. 190%. Both would have 100% (max-limit) chance of success. Using the Crit > Success > Fail > Fumble rules, the difference would be 12% crit vs. 19% crit.
Gee.....only a 7% difference for a whole 70% better skill does not seem fair....
I may just stay with some of the house rules introduced on the MRQ wiki.