Spatzimaus
First Post
I think I see where the designers were coming from. Crits are just too GOOD. With core rules it might not be so bad, but once you start adding in splatbook material and PrCs it gets really ugly, because many of these abilities synergize too well.
Enemies basically fell into two categories:
Undead and Constructs: immune to sneak attacks, immune to critical hits. Rogues stood around twiddling their thumbs a lot, and all those neat weapon enchantments that activate on crits were useless.
Everyone Else: Against the majority of creatures in the game, a high threat range means a consistent damage increase. If I threaten on a 12-20, that means I'm increasing my damage output by 45%. If you only have a x2 multiplier it's not so bad, but this is where the splatbook stuff gets really unbalanced.
So, if the DM throws an undead or construct at the party, a big part of my combat ability is useless. It's worst for the Rogue with the 7d6 sneak attack, he goes from damage machine to useless in one shot.
On the other hand, any OTHER enemy gets swiss-cheesed consistently, because the phenomenal threat range turned the ability from an occasional boost to a very consistent damage increase.
Personally, I'd love to see more of a graduated system. Take the Fortification armor enhancement: what if that was a general monster ability? So, Constructs and Undead have 75% Fortification, Outsiders and Dragons have 25%, and so on. Maybe add it to some PrCs, too. Basically, take the consistency out of it and a lot of the complaints go away. Rogues might be happy since they can now Sneak Attack undead/constructs (it just won't work 75% of the time).
If you don't mind the consistency part, Plane Sailing's fix works just fine, and is still balanced in the axe-vs-sword debate.
Enemies basically fell into two categories:
Undead and Constructs: immune to sneak attacks, immune to critical hits. Rogues stood around twiddling their thumbs a lot, and all those neat weapon enchantments that activate on crits were useless.
Everyone Else: Against the majority of creatures in the game, a high threat range means a consistent damage increase. If I threaten on a 12-20, that means I'm increasing my damage output by 45%. If you only have a x2 multiplier it's not so bad, but this is where the splatbook stuff gets really unbalanced.
So, if the DM throws an undead or construct at the party, a big part of my combat ability is useless. It's worst for the Rogue with the 7d6 sneak attack, he goes from damage machine to useless in one shot.
On the other hand, any OTHER enemy gets swiss-cheesed consistently, because the phenomenal threat range turned the ability from an occasional boost to a very consistent damage increase.
Personally, I'd love to see more of a graduated system. Take the Fortification armor enhancement: what if that was a general monster ability? So, Constructs and Undead have 75% Fortification, Outsiders and Dragons have 25%, and so on. Maybe add it to some PrCs, too. Basically, take the consistency out of it and a lot of the complaints go away. Rogues might be happy since they can now Sneak Attack undead/constructs (it just won't work 75% of the time).
If you don't mind the consistency part, Plane Sailing's fix works just fine, and is still balanced in the axe-vs-sword debate.