17-20 critical hits?


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The daggermaster gives 18-20 crit with daggers (only). Some powers grant an 18-20 crit range to self or allies for a short period of time.

I don't know of anything which gives a 17-20 crit (and would be very wary of anything that DID provide it... I'd consider it major power creep)

Cheers
 

A sorcerer PP in AP allows for a 16-20 crit range, but only on an AP attack.

Disciple of Caiphon gives 18-20 with radiant powers, but requires warlock.

There are also specific powers that grant an 18-20 range for a limited time, like Biting Volley (ranger 7), Sunder Armor (warlord 7), and some stalker shaman power (also level 7 IIRC).
 

And there is a reason for this (well several reasons):

1. (unlike 3E) no confirmation roll required.
2. Lots of 'if you crit' feats/features/etc. Admittedly this maybe a chicken/egg thing!
3. Crits not only max your damage but give you a huge damage bonus for magic toys...6d10 damage at epic levels!

Yeah the 16-20 crit for the sorcerer PP is only when you spend an Action Point to do it (phew I was just about to house rule that PP out of my campaign if it wasn't so!)

EDIT: And daggermaster is such a broken feature when you have dex sorcerers with ranged burst powers (maybe expanded) and getting lots of chances for crits using the dagger as an implement. It is a PP designed for attacking pretty much one target at a time (or even if more than one: only doing a maxed 1d4 damage!), the designers really didn't think to deeply when they started putting out splats etc.
 
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The daggermaster gives 18-20 crit with daggers (only). Some powers grant an 18-20 crit range to self or allies for a short period of time.

I don't know of anything which gives a 17-20 crit (and would be very wary of anything that DID provide it... I'd consider it major power creep)

Cheers

I ran a conan adventure recently with 4E. And allowed alot of weapons to crit on a 19-20. Thinking It wouldn't make a huge impact, as there were no magic items. The longest combat lasted 4 rounds!
 

There's also a level 15 rogue power (whose name I forget) that gives you a 17-20 crit range for that attack.

Others above have covered all the others I know about.
 

And there is a reason for this (well several reasons):

1. (unlike 3E) no confirmation roll required.
2. Lots of 'if you crit' feats/features/etc. Admittedly this maybe a chicken/egg thing!
3. Crits not only max your damage but give you a huge damage bonus for magic toys...6d10 damage at epic levels!

Yeah the 16-20 crit for the sorcerer PP is only when you spend an Action Point to do it (phew I was just about to house rule that PP out of my campaign if it wasn't so!)

EDIT: And daggermaster is such a broken feature when you have dex sorcerers with ranged burst powers (maybe expanded) and getting lots of chances for crits using the dagger as an implement. It is a PP designed for attacking pretty much one target at a time (or even if more than one: only doing a maxed 1d4 damage!), the designers really didn't think to deeply when they started putting out splats etc.

I'm currently using this cheese with my epic dwarf cleric, dwarven weapon training, and a holy avenger maul. +2 to all damage in aoe's that stacks with Astral Fire? Sounds good.
 

Raise the Stakes (Rogue 16) would work--gives you a 17-20 crit range for a turn, but monsters get a 19-20 against you. Doesn't need light blades or anything, and clearly much better for a multiclassed Ranger or Avenger, for the multiple attack rolls.
 

EDIT: And daggermaster is such a broken feature when you have dex sorcerers with ranged burst powers (maybe expanded) and getting lots of chances for crits using the dagger as an implement. It is a PP designed for attacking pretty much one target at a time (or even if more than one: only doing a maxed 1d4 damage!), the designers really didn't think to deeply when they started putting out splats etc.

Not to start an argument about this, but the whole line of reasoning that allows the daggermaster's crit range on anything but weapon attacks is very suspect, in my opinion. It is clearly intended to only work on weapon attacks.

But yes, it seems WOTC is trying to keep crits down to sane levels. And they have done a pretty good job of it so far, I just hope power creep does not set in here and allow for more optimization ala crit optimization in 3.5.
 

Not to start an argument about this, but the whole line of reasoning that allows the daggermaster's crit range on anything but weapon attacks is very suspect, in my opinion. It is clearly intended to only work on weapon attacks.
Seems your right, I only assumed it was legit because
A) the wording is so poor..."You can score critical hits with daggers on a roll of 18–20." That leaves a lot of rules space!
B) Every body seems to use it in optimisations dropped into threads!
CustServ said:
The Daggermaster path features cannot be used with Warlock powers when wielding a pact blade. When using the pact blade with Warlock powers, you are using it as an implement, not as a dagger. The Daggermaster features only apply to physical attacks made with a dagger.


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from this thread http://www.enworld.org/forum/4338481-post74.html

And back to your regularly scheduled thread[/hijack]
 

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