Plane Sailing
Astral Admin - Mwahahaha!
I'm thinking about a critical hit variant rule. Instead of using multipliers which contribute towards fantastically huge damage (especially when bonuses are around) but are all but meaningless for weapons like daggers wielded by ordinary folks, I'll be adding bonus dice damage.
Basically I'm thinking about a straight +3d6 damage for a critical hit for *any* kind of weapon at all - from the dagger to the scythe.
Now from an equality of weapons point of view this is isn't so good, as it would make rapiers the king of the heap, swords next and everything else second class citizens.
As such I think I'll limit crits as a differentiator for weapons and make all weapons have a threat range of 19-20.
The end result of this should be to make weaker foes more dangerous and stronger foes less so.
Basically I'm thinking about a straight +3d6 damage for a critical hit for *any* kind of weapon at all - from the dagger to the scythe.
Now from an equality of weapons point of view this is isn't so good, as it would make rapiers the king of the heap, swords next and everything else second class citizens.
As such I think I'll limit crits as a differentiator for weapons and make all weapons have a threat range of 19-20.
The end result of this should be to make weaker foes more dangerous and stronger foes less so.