SpikeyFreak
First Post
Use the excel spreadsheet in my sig and you will see this it is quite worth it.Mike Sullivan said:(Probably a great many people, actually. But it's not worth it.)
--Serious Spikey
Use the excel spreadsheet in my sig and you will see this it is quite worth it.Mike Sullivan said:(Probably a great many people, actually. But it's not worth it.)
SpikeyFreak said:Use the excel spreadsheet in my sig and you will see this it is quite worth it.
If the problem was truly one of stacking of the feat and keen, perhaps the best solution would be to have increased the price of keen? At the moment it is a +1 enchantment and that is relatively cheap and easy to add. If it was rated at a +2 or +3 enchantment it would be much less likely to be chosen.
Davek said:How about:
Crit on natural 20
Confirm on threat range ie. roll d20 and if unmodified roll is within range crit stands (no BAB or anything).
Damage modifier stays the same.
Then you can play with the threat range as much as you want, and all weapons will stay balanced relatively.
Anubis said:I see no problem with the new rules. In fact, these are an improvement. It makes perfect sense that a fighter's training is overshadowed by magic. Magic is powerful.
What this allows is two paths to better crits, either through magic or through training, but NOT both. No more human cuisinart ranger/tempest/weapon masters with bladed gauntlets to hit for thousands of damage per turn upon critting eight straight times.
Your analogy isn't even in the same area code as the actual situation you are trying to analogize.
It's horribly flawed, because, while there's arguably some skill in gambling, it's mostly luck. Luck, however, plays only a marginal role in combative abilities of someone of the skill and experience represented by a 10th level fighter in D&D.
A "logical fallacy"? What kind of logical fallacy is that?
Sure, that increases the frequency by which a high level fighter may hit, but not the impact of such hits. Especially not the impact of a fighter who has specialized in scoring such precise hits.
Uh, no they wouldn't. All the high-threat range weapons have a lower base damage and a x2 crit, in case you hadn't noticed. Crits with such weapons aren't all that deadly at the level they're possible.
Yeah, Keen adds more penetration (or oomph in the case of blunt weapons) to where some of those 'would have been more deadly had I cut a bit deeper' hits do indeed cut a bit deeper. It's magic, it makes you better by giving a little boost to your skill. Like using masterwork tools.What exactly about "Keen" suggests skill? Is it...the sharpness? No, that isn't skill, but it may make you more "lucky" or "up your odds" of slicing someone up really good. Its magic, it makes you better, it does not make you more skilled.
By all means, you're free to interpret however you want to. But he does have a more solid argument, because he can point to a place in the rules and say it says skill, right here. Conversely, you can't point to where it says 'lucky blow'What about Improved Critical? This is your entire basis for Critical hits relying on "skill":
"...,you know how to hit where it hurts."
That little bit of flavor is the foundation of the argument that "critical hits are based on skill". Sorry, I'll keep my interpretation, that a critical hit represents a "lucky" blow which can be described a myriad of ways to a player
You lost me - how does the armor a person wears factor in?A lightly armored character should not have to depend on critical hits to be a worthy member of a party
Critters that have the Augmented Criticals quality, which are admittadly rare - natural attacks have crappy criticals because they don't require any training, class levels, or feats to use. If a human lashes out with their 1d3 subdual punch, it's 20/x2. If a griffon bites you with it's 2d6 bite, it's 20/x2. If a 20th level monk kung-fus you up and down the block with his blinding flurry of 1d20 fists of vengeance, they're 20/x2. They have crappy critical numbers because anyone can use them without special training. If there was a small size simple weapon that was considdered to do piercing, slashing and crushing damage and did 2d6 damage, but suffered by having -just- a 20/x2 crit, you count just how many characters would line up to use those. I can tell you right now, not a single adventurer would be caught without one, ever. That weapon is just a griffon's bite attack's stats. Natural weapon have crappy crits because of the zero investment required to use them.Why don't different natural attacks have varying crit changes, why is it always 20/x2 (the weakest)?
See above.Why aren't claws 19-20/x2 and bites 20/x3?
Re: Druids - because druids don't have keen edge. Neither do clerics. Re: Dragons - there's alot of spells that dragons would develop to play off their natural advantages, none of which are core. Very few of which are even published anywhere. As for Keen Fang - who says it doesn't work on natural weapons? The spell target says 'weapon touched' doesn't it? A natural weapon is still a weapon.Why isnt "Keen Fang" a druid spell? I mean, logically, if these things had occurred to average humans, wouldnt a dragon (of massive intellect) have thought of it?
If you choose to ignore parts of the system to enhance the game for you players, that's just dandy. But it's not a failing of the system that's at fault. Systematically a monster attacking with natural weapons crits just as often, and as hard as a monk. A bad guy fencer with imp crit and a keen rapier crits exactly as often as a PC fencer with the same mods.Well because honestly crits for the bad guys sucks for the good guys. There are already many many ways for 1 bad roll to sink a PC, and crits are already one of those bad rolls. If monsters had equivelant threat ranges or "skill" then they should be rending PCs even more, which isn't much fun on either side of the screen. DMs feel like they have to flub more rolls, PCs die more often. Its better for the game, and all involved if crits are a rarer thing, generally speaking.
And for situation where iterative attacks don't come into play? Two level 10 fighters with identical stats (10s across the board) take a 30' move toward, and then make a single attack against an unarmored man (Ac 10). Neither charges or takes any special actions; just one move action, and a single attack at highest ba. Both have invested all their feats into things that have no effect on this combat, EXCEPT one has Improved Critical with Longsword, where the other does not. Both are wielding mundane longswords. The imp crit fighter is more 'skilled' with the longsword, than the other guy. The imp crit fighter should be able to do more damage, because of his skill even though both men are the same level.Ahem. We all know d&d combat is an abstraction right? I mean, a fighter probably swings his sword more than 1-4 times in 6 seconds regardless if he is 1st or 20th level. Allowing for higher level fighters to do more damage is a direct relationship between his "skill". The fact that the mechanical method for determining how much is an iterative attack is meaningless, it boils down to more damage for the fighter, thus showing he can kill things faster, thus showing he is more skilled than someone without this iterative attack (skill).
Yes. That's precicely why a rapier is a 1d6 -medium- weapon with a -high crit range- yet a low crit multiplier, and why it can be -finessed- even though it would otherwise be too large. It is a "precice hit weapon"; to become better with it, such that you dedicate feats to it's improvement, you become a "precice hit specialist". A rapier cannot deal giant gaping gash-wounds like an axe because it's a glorified needle. But it sure it easy to get into vital organs because it's so easy to move around.How many rapier users didn't have both keen and improved critical? Hmm? Any of them? Doubtful, very doubtful if they were high enough level. Now, we ask ourselves is that because they all happened to be playing "precise hit specialists"?
This change alone? No. This combined with power attack; no PA w/ light weapons, period - does nerf the dex-based fighter unfairly. It was possible to make a decent short sword fighter character, before. Now, without any pa, or crit stacking..nope. Get a bigger weapon, they're the wave of the future.I don't like that it unfairly nerfs dex-based fighters.
Anubis said:I see no problem with the new rules. In fact, these are an improvement. It makes perfect sense that a fighter's training is overshadowed by magic. Magic is powerful.
Technik4 said:A level 1 commoner with BAB +0 will get a critical hit against another commoner about 5% of the time. Talk about skill!
What exactly about "Keen" suggests skill? Is it...the sharpness? No, that isn't skill, but it may make you more "lucky" or "up your odds" of slicing someone up really good. Its magic, it makes you better, it does not make you more skilled.
What about Improved Critical? This is your entire basis for Critical hits relying on "skill":
"...,you know how to hit where it hurts."
That little bit of flavor is the foundation of the argument that "critical hits are based on skill". Sorry, I'll keep my interpretation, that a critical hit represents a "lucky" blow which can be described a myriad of ways to a player.
As I said, I (personally) believe that the end result of crit-tastic characters was not forseen nor intended by the designers of 3e. Am I speaking of only Keen and Improved Critical? No. There have been supplements printed both by wizards and by 3rd party which have added to those base modifiers of critical hits.
Rapier Mastery [General]
Prerequisties: None
Benefits: Any character taking this feat gains the benefits of the Martial Weapon Proficiency: Rapier, Weapon Finesse: Rapier, Weapon Focus: Rapier, and Weapon Specialization: Rapier feats. In addition, The character gains a +20 unnamed bonus to all attack rolls made with the rapier, and deals 12d6 base damage with each successful hit with a rapier.
As I said, this allowed a variant which should be viable in the game to be viable, although I believe for the wrong reasons. A lightly armored character should not have to depend on critical hits to be a worthy member of a party, they should be viable in all situations - it is the rogue who is dependant on both sneak attack and therefore a creature's vulnerability to critical hits.
Luck plays a large role in most of the most famous stories this game is based off of. Think of any good adventure tale and there will be some luck involved. Granted, skill also usually plays a large role, but the division between skill and luck is easy to muddle. One person's luck may be the misapplication of someone else's skill.
The fallacy is that only the "good guys" have access to this special "skill" that allows them to slice and dice the opposition.
Sure, there have been a few attempts at making monsters with good crit ranges, but it has been half-hearted at best. Why don't different natural attacks have varying crit changes, why is it always 20/x2 (the weakest)?
Becuase, imo, critical hits are supposed to be a fairly rare thing for both sides.
Yes, 3e was written with keen and imp. critical stacking, because allowing the good guys small advantages is fun and heroic (and it works for evil NPCs with class levels!). Why aren't claws 19-20/x2 and bites 20/x3?
Why isnt "Keen Fang" a druid spell? I mean, logically, if these things had occurred to average humans, wouldnt a dragon (of massive intellect) have thought of it?
Well because honestly crits for the bad guys sucks for the good guys.
There are already many many ways for 1 bad roll to sink a PC, and crits are already one of those bad rolls. If monsters had equivelant threat ranges or "skill" then they should be rending PCs even more, which isn't much fun on either side of the screen. DMs feel like they have to flub more rolls, PCs die more often. Its better for the game, and all involved if crits are a rarer thing, generally speaking.
How many rapier users didn't have both keen and improved critical? Hmm? Any of them? Doubtful, very doubtful if they were high enough level.
Now, we ask ourselves is that because they all happened to be playing "precise hit specialists"? Or, is it because if you have one it is pretty silly not to have the other. So silly that its not really a choice. There are things like this that are intended - Weapon Focus and Weapon Spec for fighters, but that applies nicely to any weapon. For a rapier user there really is only one way to go, and it appears that way was questioned.
1) Reduce the amount of dice rolls at high levels
2) Nerf the uber-high threat ranges some characters were achieving
3) Restore the original intent of the critical hit