Dungeon Master Errata

Dungeon Master Customized Rules:

9/5/17 - Knowledge Checks are zero penalty swift actions. But they are checking to see *if* you know a thing. They cannot be reattempted.

9/4/17 - Reflex Saves are just for that. The ability to act in a situation where something unexpected has happened. What you do past that is in fact under the purview of other checks.

9/4/17 - Critical Successes and Failures are subject to confirmation checks.

Critical Success - 20 on any roll Confirmation Critical Failure (Including confirmation checks) Confirmation .
 * The Action Succeeds
 * A Roll of "1" on this confirmation means something unintended happened as a consequence of your success. This confirmation roll is subject to its own confirmation, explained below.
 * A roll of 2-10 means likely nothing extra occurred.
 * A roll of 11-15 means that something novel, but inconsequential occured, such as a flourish or impressing others around you.
 * A roll of 16-20 means that something weird is going to happen that will possibly benefit you in the overall situation, but occassionally will lead to awkward situations.
 * The Action Fails
 * A roll of "1" on this confirmation check means that the critical failure( or the unintended consequence if a confirmation roll for a critical confirmation) is catastrophic. You may accidentally destroy a needed quest item in your attempted action, you may injure yourself badly, or you may suffer reputation changes based on the outcome of this failure. Narrated by DM.
 * A roll of 2-10 means likely, you have failed the roll, and something weird, determintal, but not unrecoverable will happen to you.
 * A roll of 11-15 means that something inconsequential occured from your failure, such as hurting yourself with no more than 1d4 of damage.
 * A roll of 16-20 means that despite failing the roll, it was just embarassing with little lasting effects.