overgeeked
Open-World Sandbox
Absolutely."Remember: clarity when you want your players to think, and obfuscation when you want your players to feel."
Absolutely."Remember: clarity when you want your players to think, and obfuscation when you want your players to feel."
The fun observation here is that the difference between the two comes entirely from the fact that the static bonus is not doubled for the crit. Otherwise, doubling the dice (and thus the expected value of a single hit) on a 20 yields the same expected damage as a +1 to hit and no crits. A character without a damage bonus at all (like with a strength 10-11) would have the same expected damage value using either table.Personally, I am all for removing critical hits from D&D entirely.
The "20" means nothing more than success as attacks are binary: you hit or you miss. Damage is more important IMO.
With the assumed attack probability of 65%, doubling the damage dice on a natural 20 is less meaningful overall than a +1 to the attack roll. For example: assume you hit on an 8 or better (65%), dealing 1d8+5 damage:
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Yep, that is precisely the case.The fun observation here is that the difference between the two comes entirely from the fact that the static bonus is not doubled for the crit. Otherwise, doubling the dice (and thus the expected value of a single hit) on a 20 yields the same expected damage as a +1 to hit and no crits. A character without a damage bonus at all (like with a strength 10-11) would have the same expected damage value using either table.
But there's more going on here in the game than just assigning damage to targets. There is tension and excitement that is created by The Unknown, and these things are a huge part (maybe even the biggest part) of playing a tabletop roleplaying game. Removing even a tiny bit of randomness from the game will remove an equal amount of that tension and suspense, and that would make the game less fun to me.Personally, I am all for removing critical hits from D&D entirely.
The "20" means nothing more than success as attacks are binary: you hit or you miss. Damage is more important IMO.
This accomplishes a couple things which are beneficial IME:
The rolls are still unknown. My system just transfers the excitement from the attack roll to the damage roll.There is tension and excitement that is created by The Unknown, and these things are a huge part (maybe even the biggest part) of playing a tabletop roleplaying game.
I can understand your concern, but all I can say is from my group's experience. NONE of us miss the critical hit on the natural 20. We all prefer the critical damage rules we use. I've shared them with other groups, and they sound better to them as well.Removing even a tiny bit of randomness from the game will remove an equal amount of that tension and suspense, and that would make the game less fun to me.
I can imagine a number of tables where the exploding dice resolution wouldn't fly too well, though. Rolling 2d4+Str may be occasionally disappointing compared to d4+d4+d4+d4 etc. But it doesn't come with an open-ended resolution time. And there's something to be said for knowing how many dice you're picking up to roll at the outset.It was pretty stellar when my PC did 21 points of damage using a torch as an improvised club (I rolled numerous 4's on the d4). IMO it was MUCH more exciting than if I had rolled a natural 20 for 2d4+STR damage. meh
Yes, that is exactly what I would argue. Fewer rolls = more predictable, and that can often mean less excitement. I like rolling max damage when I barely hit the target, outshining the crit-fishing Lucky Rogue if only for a moment. And I like it when an enemy's nat-20 ends up dealing less damage than his regular attack did. To my mind, the swingy, unpredictable nature of combat is best modeled by rolling attacks and damage separately.The rolls are still unknown. My system just transfers the excitement from the attack roll to the damage roll.
Now, you could argue that since you are always making attack rolls, but only rolling for damage following the hit, you have fewer rolls that are thus "exciting", but I would challenge that because this makes ALL damage rolls potentially critical damage, including save-based damage spells, and hazards such as falling. It also has no cap.
My players dearly love the critical hit rules. I think they would sooner give up D&D altogether, than give them up. So I found that the best way to handle the Critical Hit ConnundrumTM is to add options to it. When a player rolls a nat-20, they can choose to deal double damage as per the PHB, or they can choose to do a cinematic stunt.I can understand your concern, but all I can say is from my group's experience. NONE of us miss the critical hit on the natural 20. We all prefer the critical damage rules we use. I've shared them with other groups, and they sound better to them as well.
So, my advice is the same with every thing else when it comes to alternative systems: give it a try. If you don't like it, no harm done.![]()
While lower facet dice are more likely to explode, their expected value is always less than the next higher die.There's also the idea that dice with the fewest faces are the ones most likely to explode. While that may tend to keep damage down overall since a d4 that explodes is, well, it's still just a d4, it kind of sucks that hitting someone with a torch is more likely to explode than hitting them with a great axe.
That's cool. To each their own, of course! We love critical damage so much it has become one of our Golden House Rules for D&D.My players dearly love the critical hit rules. I think they would sooner give up D&D altogether, than give them up.