D&D 3.x [3.5] Crit stacking?

Re: Re: GRRR!

Mike Sullivan said:


So then your feeling is that Andy Collin's stated reason for the change is a direct lie?

Who gives a flying frick?

Because then it would nerf rapiers/kukri/falchions and make picks/scythes exactly the same as they are now, meaning that the only net effect of the change would be to reduce the variety of weapons that were actually used in the game?

Who gives a flying frick? the sequel.


Hong "flying fricks III: army of fricking" Ooi
 

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Technik4 said:
But d&d as everyone loves to regale is "not" entirely realistic. Its an abstraction that is meant to be: 1) Fun, 2) Fast, 3) Fairly Simple to Understand. Just like an archmage with spell power doesnt have his fireballs do more damage now that hes an archmage with spell power, a fighter with improved crit doesnt have a bigger threat range with a keen weapon. Magic is funny sometimes, its the easiest way to accept it.

I'm not really sure where the archmage example fits in.

And anyway, if you're willing to just wave your hands and say, "It's magic!", you could do that for any rule, no matter how stupid. Me, I'd much prefer not to have the stupid things in the game in the first place.
 






When did I ever say only using core rules? It's not uncommon for people to actually use those splatbooks that WotC published. Personally, I feel that using only core rules is boring and limited.
 

I understand what WotC did with the crit range stuff, and I support it. I think that crits are something special and something that should not happen very often. The whole Keen Falchion/Scimitar/Etc Imp. Crit thing is just kinda stupid. I remember when crits were only on a 20, and they were magical, as opposed to "oh, another 14. I crit" syndrome. That and the new PA doesn't help.


[/WotC Banner Waving]
 

The idea was that a larger crit range is balanced out against a lower crit multiplier. That's why you don't see 18-20/x3 weapons floating around all over the place. Who gives a damn if you crit 50% of the time once you have your Keen Falchion and Improved Critical. Wow, get you - you've devoted a reasonable ammount of resources to get the most out of what would otherwise be a sub-standard weapon.

The 'oh it's for balance, crits should be special' malarky is bs. If there was a problem with massive crit ranges interacting with magical works-on-crit effects, particularly vorpal.. just put a note in vorpal that it only activates on the weapon's -natural, unaugmented- crit range. Not too hard at all.
 

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