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Thoughts on 6-7-13 Playtest Packet
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<blockquote data-quote="Ainamacar" data-source="post: 6142245" data-attributes="member: 70709"><p>Yeah, a crit granting at best an extra 12 damage (and an at-best average of 6.5) is pretty underwhelming. Maximized damage feels better except when you roll high damage and the crit gives almost no marginal improvement.</p><p></p><p>What about the following rule: A crit grants extra damage equal to the maximum possible sum of rolled damage dice. For example, a crit on an attack that normally deals 3d6+4 damage will do 18 extra damage.</p><p></p><p>1) The worst critical hit is always better than the best non-critical hit that could have occurred. I think that's generally a virtue.</p><p>2) No additional rolling required.</p><p>3) The marginal increase in damage is fixed. No one ever feels like they wasted a good damage roll with a crit.</p><p>4) The effective multiplier to damage is larger for low damage rolls, and lower for high damage rolls, but high damage rolls are always better in terms of damage done. A 1 on a d12 turns into a 13, so essentially a x13 (considering only the die, not static bonuses to damage). Rolling maximum damage on any die effectively turns it into a x2 crit. The average effective multiplier is about 2.75.</p><p>5) Independent of static modifiers to damage such as from ability scores, which I consider a virtue so crits don't magnify differences in ability score. The actual multipliers will be smaller than those listed above unless the total static modifiers to damage are 0 or less. For example, on a 3d6+4 roll the maximum multiplier is (7+18)/7~3.6, the maximum is (22+18)/22~1.8, and the average is (14.5+18)/14.5~2.2.</p><p>6) Overall damage and danger of crits is clearly increased vs the current rules. I'd want to tighten up the contribution of random rolls to total damage to avoid the most extreme spikes.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 6142245, member: 70709"] Yeah, a crit granting at best an extra 12 damage (and an at-best average of 6.5) is pretty underwhelming. Maximized damage feels better except when you roll high damage and the crit gives almost no marginal improvement. What about the following rule: A crit grants extra damage equal to the maximum possible sum of rolled damage dice. For example, a crit on an attack that normally deals 3d6+4 damage will do 18 extra damage. 1) The worst critical hit is always better than the best non-critical hit that could have occurred. I think that's generally a virtue. 2) No additional rolling required. 3) The marginal increase in damage is fixed. No one ever feels like they wasted a good damage roll with a crit. 4) The effective multiplier to damage is larger for low damage rolls, and lower for high damage rolls, but high damage rolls are always better in terms of damage done. A 1 on a d12 turns into a 13, so essentially a x13 (considering only the die, not static bonuses to damage). Rolling maximum damage on any die effectively turns it into a x2 crit. The average effective multiplier is about 2.75. 5) Independent of static modifiers to damage such as from ability scores, which I consider a virtue so crits don't magnify differences in ability score. The actual multipliers will be smaller than those listed above unless the total static modifiers to damage are 0 or less. For example, on a 3d6+4 roll the maximum multiplier is (7+18)/7~3.6, the maximum is (22+18)/22~1.8, and the average is (14.5+18)/14.5~2.2. 6) Overall damage and danger of crits is clearly increased vs the current rules. I'd want to tighten up the contribution of random rolls to total damage to avoid the most extreme spikes. [/QUOTE]
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