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<blockquote data-quote="DracoSuave" data-source="post: 5139545" data-attributes="member: 71571"><p>It's not a matter of power.</p><p></p><p>It's a matter of avoiding the 'I got a rock' mentality. Criticals should -always- be good for the guy who scores one.</p><p></p><p>So... let's say you're a wild sorcerer, and everyone's scored a crit this combat. Fighter got prone. Yay! That's what fighters -want-! The Invoker got immobilized. Yay! He may want that, depending on his control-style. The Rogue got combat advantage. Yay! Rogues love that!</p><p></p><p>You got pull target towards you.</p><p></p><p>That's probably the LAST effect you could want as a sorcerer.</p><p></p><p>You're a fighter, you get 'Push away from you.' Unless you've a specific plan for pushes, it's what you -don't- want.</p><p></p><p>If the invoker wants to force enemies to move away from certain locations, that immobilized above is actually a raw deal.</p><p></p><p></p><p>My suggestion then, is to avoid a Master List for player actions (tho keep it for monster actions, as if a critical fouls a monster's plan, that's still fun for players), and instead, have a menu and a smaller list with slots the player can fill.</p><p></p><p>So... you could have ten slots:</p><p></p><p>A - level crit</p><p>A - level crit</p><p>A - level crit</p><p>A - level crit</p><p>B - level crit</p><p>B - level crit</p><p>B - level crit</p><p>C - level crit</p><p>C - level crit</p><p>D - level crit</p><p></p><p>And so the player would choose 4 A-level, 3 B-level, 2 C-level, and one D-level. You could have the A, B, and D level be the minor, moderate, and massive level repercussions, and C could be benefits for the player.</p><p></p><p>Then, the player chooses the A, B, C, and D level stuff that best suits his character's fighting style. You'll avoid 'I got a rock' moments, and not only that, each player's -criticals- will have a different flavor, which will add excitement and give a feeling of control to the players.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5139545, member: 71571"] It's not a matter of power. It's a matter of avoiding the 'I got a rock' mentality. Criticals should -always- be good for the guy who scores one. So... let's say you're a wild sorcerer, and everyone's scored a crit this combat. Fighter got prone. Yay! That's what fighters -want-! The Invoker got immobilized. Yay! He may want that, depending on his control-style. The Rogue got combat advantage. Yay! Rogues love that! You got pull target towards you. That's probably the LAST effect you could want as a sorcerer. You're a fighter, you get 'Push away from you.' Unless you've a specific plan for pushes, it's what you -don't- want. If the invoker wants to force enemies to move away from certain locations, that immobilized above is actually a raw deal. My suggestion then, is to avoid a Master List for player actions (tho keep it for monster actions, as if a critical fouls a monster's plan, that's still fun for players), and instead, have a menu and a smaller list with slots the player can fill. So... you could have ten slots: A - level crit A - level crit A - level crit A - level crit B - level crit B - level crit B - level crit C - level crit C - level crit D - level crit And so the player would choose 4 A-level, 3 B-level, 2 C-level, and one D-level. You could have the A, B, and D level be the minor, moderate, and massive level repercussions, and C could be benefits for the player. Then, the player chooses the A, B, C, and D level stuff that best suits his character's fighting style. You'll avoid 'I got a rock' moments, and not only that, each player's -criticals- will have a different flavor, which will add excitement and give a feeling of control to the players. [/QUOTE]
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