rules.mechanic
Craft homebrewer
Unfortunately the DMG's "Degrees of failure" isn't in the SRD but, formally or informally, I think many tables consider the degree of success/failure when a Skill Check is rolled. It also often appears in modules as a sliding scale of outcomes if succeeding against a DC of 10, 15 or 20. Some tables may use a similar system for Saving Throws. Use for Attack Rolls is much rarer.
Rules that take the place of "Degrees of failure" could add crunch to the 5e skill system and should remain backward compatible. A simple model would borrow the DC 5 steps used for typical 5e DCs (Easy 10, Medium 15, Hard 20, etc):
In theory this could be expanded to Saving Throws and even Attack Rolls:
*if used for Attack Rolls, this would replace Critical Hit damage, although a natural 1 or 20 could count as a -10 or +10 margin
Rules that take the place of "Degrees of failure" could add crunch to the 5e skill system and should remain backward compatible. A simple model would borrow the DC 5 steps used for typical 5e DCs (Easy 10, Medium 15, Hard 20, etc):
Margin | Result | Descriptive / Qualitative |
Fail by 10+ | Complete failure | Now in a worse situation than started |
Fail by 5+ | Bad Failure | A small additional negative consequence |
Fail by <5 | Unsuccessful | No additional consequences |
Exact roll | Just scraped it | Like the Success at A Cost optional rule from DMG |
Succeed by <5 | Successful | Core aim achieved, no additional bonus |
Succeed by 5+ | Good success | Enhanced effect, or a small bonus achievement |
Succeed by 10+ | Complete Success | Maximum effect, or a bonus achievement as big as the original aim |
In theory this could be expanded to Saving Throws and even Attack Rolls:
Margin | Saves that negate an effect | Saves that halve damage | Attacks* & damage dealing |
Fail by 10+ | Take maximum effect | Take maximum damage (all dice count as their highest possible roll) | Critical fumble |
Fail by 5+ | Enhanced effect (if taking damage: re-roll all low damage dice rolls once) | Re-roll all low damage dice rolls once (replaces their original rolls) | Fails, no damage |
Fail by <5 | Take usual effect | Take usual damage | Fails, no damage |
Exact roll | Partial effect (if taking damage: half damage) | Half damage but re-roll all low damage dice rolls once | Half damage |
Succeed by <5 | Negate effect as usual | Half damage as usual | Usual damage |
Succeed by 5+ | Negates & automatic success for rest of day if same save type from same source | 25% damage | Re-roll any number of damage dice once (replaces their original rolls) |
Succeed by 10+ | Negates & automatic success for rest of day if same source | No damage | Maximum damage (all dice count as their highest possible roll) |