lostclause said:
ninjablu said:
Mimi, your character is accepted. If you kindly find the War of the Wyrms user group and apply, I can add you.
And sorry for the delay myself.
@ Mastersqueaks game OOC:
Keep in mind the difference between a natural twenty and a mathematical twenty. You rolled an 18 and 19, respectively. This is still really, really good, it's just not quite the same as an automatic success.
Are there automatic or critical successes on skill checks in 4E? (Or saves and attacks for that matter).
A natural twenty is defined as an automatic success in a skill check. It is also an automatic hit in combat. Critical hits have two requirements:
1: you roll a natural twenty
2: the math works out that you would have hit him with twenty + whatever bonuses you get. Essentially this means, unless I'm feeling vindictive, you will always critical when you roll natural twenties unless you are suffering some horribly debilitating effect. (like a rust monster ate all your stuff).
Like almost every other DM in existence, I also play with critical failures. If you roll a one on a skill check or attack roll,
I determine what actually happens. This will work in your favor as much as against you, as monsters that I roll natural ones on have something horrible happen to them too.
Saves come in two varieties- these are (save ends) and diseases. Things that have a (save ends) at the end of it (usually abilities but many monsters have some too) are ended when you roll above a 10 on a d20 at the end of your turn.
Diseases work on a scale. Above a certain endurance check, they'll get better and effect you less, while rolling in a middle area will not make your better or worse, and rolling below it means your character's disease worsens. They usually have about 4 tiers, with initial contraction starting your off on the second one. Thus it takes two rolls to become free (one to get the first tier, and once more to become cured) and two rolls to reach its worst state.
Death saving throws are a the final issue I can think of. If you're dropped below 0hp you roll a d20 every round of combat after that. If you roll above a 10, you do nothing, but below it you scratch off a box out of three. If you scratch off three boxes, you die. If you roll a natural 20, you wake up with one hp, and can continue fighting if you so choose (or not). (Note that other players can choose to stabilize the dying, a standard action, and might put your in a limbo state of not dead but not awake either). Of course, this is only if your don't exceed your negative bloodied value which kills you instantly. (so if you are bloodied at 12 Hp and hit so hard you drop to -12, for whatever reason, you are dead).
Answer your question?