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Just make critical do double damage. Period.
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<blockquote data-quote="Clint_L" data-source="post: 8992887" data-attributes="member: 7035894"><p>So I threw out a casual suggestion that was not exactly original, and in exchange got a lot of great ideas and points. I feel like I got a lot more than I paid for! [USER=6877472]@James Gasik[/USER] in particular offers a lot to chew on. I still think my (again, wholly unoriginal) suggestion is better than status quo, but nearly so good as many of the other ideas that are being floated.</p><p></p><p>In terms of reward schedules, I do think that critical successes should feel impactful. I also think that critical failures should be hard-coded into the game. You folks are offering much better ideas than I did for how to make that impact felt, while [USER=6877472]@James Gasik[/USER] reminds us that, as always, the design consequences might be more than we initially assume (e.g. the impact of this rule change on the DM end of things).</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8992887, member: 7035894"] So I threw out a casual suggestion that was not exactly original, and in exchange got a lot of great ideas and points. I feel like I got a lot more than I paid for! [USER=6877472]@James Gasik[/USER] in particular offers a lot to chew on. I still think my (again, wholly unoriginal) suggestion is better than status quo, but nearly so good as many of the other ideas that are being floated. In terms of reward schedules, I do think that critical successes should feel impactful. I also think that critical failures should be hard-coded into the game. You folks are offering much better ideas than I did for how to make that impact felt, while [USER=6877472]@James Gasik[/USER] reminds us that, as always, the design consequences might be more than we initially assume (e.g. the impact of this rule change on the DM end of things). [/QUOTE]
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Community
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*Dungeons & Dragons
Just make critical do double damage. Period.
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