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General Tabletop Discussion
*Pathfinder & Starfinder
Critical Hits - why, and why not?
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<blockquote data-quote="Celebrim" data-source="post: 6668984" data-attributes="member: 4937"><p>No, that's a GM problem if there ever was one. The problem here is not the system. The problem here is the GM is wanting to control, constrain, and channel player behavior to certain expectations he has about what the players should do and by golly the players just aren't doing it. So instead of reflecting on why one would even care whether players charge down 6 loaded crossbows and start hewing down their foes, they start looking for something wrong with the system. Problem is, the system is doing exactly what it should do.</p><p></p><p></p><p></p><p>And? So what? In your typical modern action movie, that scene gets more or less repeated in some fashion with the hero and 6 thugs holding revolvers.</p><p></p><p>If you are dead set on having gritty realism where if someone points a crossbow at you, the player takes it seriously, it's pretty simple to do - just don't let the player ever increase their starting hit points. Or do what D20 Cthulhu did and any time some one takes 10 damage from a single blow, force them to make a fortitude save or die. But none of that is intrinsically better. </p><p></p><p></p><p></p><p>And? How is that good? What is your motivation in that? And in particular, why the heck would I play a fighter in your game when I could just say, "Screw that. Protection from Normal missiles. Fireball."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6668984, member: 4937"] No, that's a GM problem if there ever was one. The problem here is not the system. The problem here is the GM is wanting to control, constrain, and channel player behavior to certain expectations he has about what the players should do and by golly the players just aren't doing it. So instead of reflecting on why one would even care whether players charge down 6 loaded crossbows and start hewing down their foes, they start looking for something wrong with the system. Problem is, the system is doing exactly what it should do. And? So what? In your typical modern action movie, that scene gets more or less repeated in some fashion with the hero and 6 thugs holding revolvers. If you are dead set on having gritty realism where if someone points a crossbow at you, the player takes it seriously, it's pretty simple to do - just don't let the player ever increase their starting hit points. Or do what D20 Cthulhu did and any time some one takes 10 damage from a single blow, force them to make a fortitude save or die. But none of that is intrinsically better. And? How is that good? What is your motivation in that? And in particular, why the heck would I play a fighter in your game when I could just say, "Screw that. Protection from Normal missiles. Fireball." [/QUOTE]
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Critical Hits - why, and why not?
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