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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] An experiment to nerf the full casters
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5347630" data-attributes="member: 35909"><p>How about no?</p><p></p><p></p><p>Critical rules are stupid and random and stupid and annoying and stupid and grossly unrealistic and stupid. Did I mention stupid?</p><p></p><p>I like the base auto miss/hit mechanic so that a level 1 kobold has a prayer of being missed by the elder dragon and the army of peons have a chance of overwhelming that dragon by sheer weight of nat 20 rolls. But that's it. Critical fumble rules and crit tables...bleh. I want as little of that kind of crap in my games as possible. 5% (or X% if you use 2 rolls, whatever) of warriors drop their swords when they attack you say? X% of spells end in catastrophic failure for the caster you say? BS I say.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5347630, member: 35909"] How about no? Critical rules are stupid and random and stupid and annoying and stupid and grossly unrealistic and stupid. Did I mention stupid? I like the base auto miss/hit mechanic so that a level 1 kobold has a prayer of being missed by the elder dragon and the army of peons have a chance of overwhelming that dragon by sheer weight of nat 20 rolls. But that's it. Critical fumble rules and crit tables...bleh. I want as little of that kind of crap in my games as possible. 5% (or X% if you use 2 rolls, whatever) of warriors drop their swords when they attack you say? X% of spells end in catastrophic failure for the caster you say? BS I say. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
[3.5] An experiment to nerf the full casters
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