bugfoxmaster
2010-06-19, 09:14 PM
Hey all.
I'll be DMing a Pathfinder campaign starting soon, and have been looking over potential flaws and houserules and such.
I'll cut straight to the chase. I've been looking around on these forums, and have seen a houserule that, on skill checks, makes natural 20 = 25 and natural 1 = -4. This preserves the 'special' rolls' feel, while simultaneously avoid halflings jumping to the moon. This also allows traps not to be made practically inane by level 10 (where a rogue or bard putting a skill rank in Disable Device every level will literally find it impossible to fail the roll (DC 25) by 5 or more), and, I feel, allows a more exciting game at times, since the heroes can do some awesome things by rolling a 20.
So, thoughts? I'd like some opinions on whether or not anyone here who's tried this rule could tell me how it's worked out, whether it's enjoyable, and, well, overall whether it's worth applying in my own game.
I'll be DMing a Pathfinder campaign starting soon, and have been looking over potential flaws and houserules and such.
I'll cut straight to the chase. I've been looking around on these forums, and have seen a houserule that, on skill checks, makes natural 20 = 25 and natural 1 = -4. This preserves the 'special' rolls' feel, while simultaneously avoid halflings jumping to the moon. This also allows traps not to be made practically inane by level 10 (where a rogue or bard putting a skill rank in Disable Device every level will literally find it impossible to fail the roll (DC 25) by 5 or more), and, I feel, allows a more exciting game at times, since the heroes can do some awesome things by rolling a 20.
So, thoughts? I'd like some opinions on whether or not anyone here who's tried this rule could tell me how it's worked out, whether it's enjoyable, and, well, overall whether it's worth applying in my own game.