Chris_Nightwing
First Post
If you want simplicity and impact, make crits do maximum damage plus an additional maximum weapon dice (ie: twice maximum weapon damage plus modifiers).
My point is just that these two examples seem to break the simplicity / smoothness of the game that flows through nearly every other rule. I sense a pattern and I sense it was broken, and I disagree with the decision to break it.
Cover: Similarly, here's a great rule for cover: cover means anyone attacking you has disadvantage. DONE. No multiple levels with various static numbers to remember and add/subtract, none of the clunkiness. I have no idea why they didn't do this; the current cover rules are needlessly complex and add exactly zero to the game. If you want more complex cover rules, put them in an advanced tactics module.
Funny, I was just looking at these rules, thinking the same thing.Cover: Similarly, here's a great rule for cover: cover means anyone attacking you has disadvantage. DONE. No multiple levels with various static numbers to remember and add/subtract, none of the clunkiness. I have no idea why they didn't do this; the current cover rules are needlessly complex and add exactly zero to the game. If you want more complex cover rules, put them in an advanced tactics module.