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Just make critical do double damage. Period.
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<blockquote data-quote="Mirrorrorrim" data-source="post: 8995489" data-attributes="member: 7040132"><p>I honestly don't see how it slows play. There are no extra dice. You would roll the exact same dice whether you hit or crit. That is <em>less</em> complicated than rolling extra dice, or even having to switch your brain function to decide whether you roll or not. With this rule you can even always roll damage dice <em>with</em> the attack roll, because that damage roll would always be useful, even if you crit. Below is an example:</p><p>.</p><ul> <li data-xf-list-type="ul">Let's say if you hit with a longsword, you normally roll 1d8+4 damage</li> <li data-xf-list-type="ul">If you <strong>crit</strong> with that longsword, you are <strong>still </strong>rolling 1d8+4. But you are also adding 8 on top of that.</li> </ul><p>Now...</p><ul> <li data-xf-list-type="ul">Let's say you are a dagger rogue who hits with a sneak attack. You deal 1d4+4 for your dagger plus 5d6 for your sneak attack.</li> <li data-xf-list-type="ul">However if you crit with that sneak attack, you still deal 1d4+4 for your dagger plus 5d6 for your sneak attack, but then you also max out the damage dice for the bonus crit damage, and add 34 damage on top of that. That is another benefit because it lets the dagger rogue be a better killer with their small weapon.</li> </ul><p>I will iterate my earlier observations about maxing and still rolling on a crit:</p><ol> <li data-xf-list-type="ol">We roll the same number of dice whether we crit or not, so we don't need more dice. It removes the slowing aspect of play where we are picking through our dice hoards to find the right number of extra dice. </li> <li data-xf-list-type="ol">Many people love seeing the randomness of rolling at least some math rocks. Just max damage is boring.</li> <li data-xf-list-type="ol">A crit is always impactful and feels nice because we never roll double low numbers. </li> </ol></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 8995489, member: 7040132"] I honestly don't see how it slows play. There are no extra dice. You would roll the exact same dice whether you hit or crit. That is [I]less[/I] complicated than rolling extra dice, or even having to switch your brain function to decide whether you roll or not. With this rule you can even always roll damage dice [I]with[/I] the attack roll, because that damage roll would always be useful, even if you crit. Below is an example: . [LIST] [*]Let's say if you hit with a longsword, you normally roll 1d8+4 damage [*]If you [B]crit[/B] with that longsword, you are [B]still [/B]rolling 1d8+4. But you are also adding 8 on top of that. [/LIST] Now... [LIST] [*]Let's say you are a dagger rogue who hits with a sneak attack. You deal 1d4+4 for your dagger plus 5d6 for your sneak attack. [*]However if you crit with that sneak attack, you still deal 1d4+4 for your dagger plus 5d6 for your sneak attack, but then you also max out the damage dice for the bonus crit damage, and add 34 damage on top of that. That is another benefit because it lets the dagger rogue be a better killer with their small weapon. [/LIST] I will iterate my earlier observations about maxing and still rolling on a crit: [LIST=1] [*]We roll the same number of dice whether we crit or not, so we don't need more dice. It removes the slowing aspect of play where we are picking through our dice hoards to find the right number of extra dice. [*]Many people love seeing the randomness of rolling at least some math rocks. Just max damage is boring. [*]A crit is always impactful and feels nice because we never roll double low numbers. [/LIST] [/QUOTE]
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Just make critical do double damage. Period.
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