orsal said:
Not a good rule of thumb. Improved Critical, when it works, gives you much more than the +2.
Key words - "when it works". You see I am not talking about one hit as you are when referring to the critical - with only a 20% chance (referring to my example above in my previous post) to hit; that means, effectively, that I will roll 16 times before I make a critical hit - and taht is if everythign is noce an evenly distributed over a nice neat bell curve within the constraints of 20 rolls. 16X2 is 32 points of damage.
When having improved crit with a particualr weapon sure the numbers may be against me regarding probabilities; but it is more probable than not per individual roll that it will not be a crit.
I am a student of game theory and the way I look at it is from a micro not a macro standpoint: When you play craps in Las Vegas; it is that roll that matters not the one before it or after it. Each roll is a stand alone event with it's own probabilities. If you played craps and got an automatic +2 (towards whatever would be the better number) to every roll you made would you take that or take a +4 every 16th roll?
I roll a million times the averages work out - I know that - and that is what you all are talking about - but you hafve to roll many times for those probabilities to come about be them in your favor or not (as in, for an extreme example, the first 30,00 rolls are crits, the next are not, or vice versa). I'll still take the guarantee. It's like buying insurance; you give something up (money) but whenever you need it, no matter what, you know it will be there. Sure "maybe" I could hit it big in the stock market with that money and end up ahead in the long run...would you take that chance? Depends on your own desires.
Now the extra damage is especially important at 4th level when HP's are low yet a long sword still does 1d8; 2 HP makes a difference. At 8th level; less of course...but it is still 2 HP
Besides this has worked for me; and I always take both Weapon Spec and Improved Crit over the levels anyways when playing a fighter.
orsal said:
Any time there's a tradeoff between a small "sure" bonus and a large possible bonus, you need to pay attention to the probabilities. In this case, you make the right decision by your rule,...
And IMO (noting it is an opinion) it always is; I am not a risk taker (as a person; I play the opposite in the game though!)
orsal said:
...but what if you were offered the choice between only +1 damage or doubling your chance at a critical? In that case, it would depend on weapon type and damage bonuses -- with a good enough weapon the more frequent criticals would be worth it. That extra 1 HP damage might be a sure thing with every hit, but it's rarely going to be the difference between life and death for your adversary. The critical, when it does happen, is more likely really to matter.
If I am faced with that I'll deal with it. At lower levels I would still take the 1 HP of damage.
The big hit is always great; buty again; the +2, hit after hit after hit is there regardless of the averages with rolls and crits. I could roll 23,000 times and not get a crit; but still get the +2 every time I hit. Of course later down the road the averages work in there as mentioned above; but that is my point - later the crit happens, now the +2 happens.