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5.5 Nat 20/CritHit Rule in play
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<blockquote data-quote="OB1" data-source="post: 8750355" data-attributes="member: 6796241"><p>Session 2 Playtest Results - Spelljammer campaign, Level 5 PCs</p><p></p><p>Same adventuring day as session 1, party still had 2 Inspirations from the previous session, and got 2 more from skill checks before a fight when one of the PCs engaged some NPCs on the Spelljammer ship to play poker and got lucky with 2 Nat20s on three rolls. Was the PC "Inspiration Fishing'? Maybe a little, but it made sense in the context of the game, got him to role-play with the NPCs, and provided an awesome moment at the virtual table.</p><p></p><p>Early in the fight, the monsters had nearly 60 points of Critical damage wiped out by the new rule on three Crits in the span of 5 attacks. Half the party would have been down in the first round of combat. Instead, they were just badly injured and able to fight back through some very good tactics.</p><p></p><p>The party filled up on inspiration the next round (on Ranger and Fighter crits), which reminded them to start spending it more often. The rogue used it to get sneak attack when he wouldn't otherwise, and got another critical (14 points of damage lost, which wouldn't have been enough to take the enemy out) then used it again the next turn so he could disengage with his bonus and still sneak attack the enemy. He's quickly come to the conclusion the the versatility of having inspiration for sneak attack outweighs the lost damage from his Crits.</p><p></p><p>The paladin has yet to Crit on an attack, and this time used Ispiration + Thundering smite to blow an enemy off the deck of the ship and into Wildspace when she had the enemy near the side. This actually turned the fight, by effectively eliminating a target that was at full HP and had a beefy attack.</p><p></p><p>In 2 sessions, reliable inspiration for the PCs feels like it is opening up the game to a variety of new combat tactics, while preventing a few random rolls from derailing the action (either in the PCs favor or against it). All 4 PCs ended the fight in single digit HP, and though they still had 2 pcs with inspiration, were very grateful for a long rest after.</p></blockquote><p></p>
[QUOTE="OB1, post: 8750355, member: 6796241"] Session 2 Playtest Results - Spelljammer campaign, Level 5 PCs Same adventuring day as session 1, party still had 2 Inspirations from the previous session, and got 2 more from skill checks before a fight when one of the PCs engaged some NPCs on the Spelljammer ship to play poker and got lucky with 2 Nat20s on three rolls. Was the PC "Inspiration Fishing'? Maybe a little, but it made sense in the context of the game, got him to role-play with the NPCs, and provided an awesome moment at the virtual table. Early in the fight, the monsters had nearly 60 points of Critical damage wiped out by the new rule on three Crits in the span of 5 attacks. Half the party would have been down in the first round of combat. Instead, they were just badly injured and able to fight back through some very good tactics. The party filled up on inspiration the next round (on Ranger and Fighter crits), which reminded them to start spending it more often. The rogue used it to get sneak attack when he wouldn't otherwise, and got another critical (14 points of damage lost, which wouldn't have been enough to take the enemy out) then used it again the next turn so he could disengage with his bonus and still sneak attack the enemy. He's quickly come to the conclusion the the versatility of having inspiration for sneak attack outweighs the lost damage from his Crits. The paladin has yet to Crit on an attack, and this time used Ispiration + Thundering smite to blow an enemy off the deck of the ship and into Wildspace when she had the enemy near the side. This actually turned the fight, by effectively eliminating a target that was at full HP and had a beefy attack. In 2 sessions, reliable inspiration for the PCs feels like it is opening up the game to a variety of new combat tactics, while preventing a few random rolls from derailing the action (either in the PCs favor or against it). All 4 PCs ended the fight in single digit HP, and though they still had 2 pcs with inspiration, were very grateful for a long rest after. [/QUOTE]
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