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5.5 Nat 20/CritHit Rule in play
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<blockquote data-quote="OB1" data-source="post: 8772910" data-attributes="member: 6796241"><p>Playtest #4 - Chapter 4 of Spelljammer</p><p></p><p>Had a 5 hour session last night with only 4 Nat20s rolled (3 from PCs, 1 from monsters). Interesting to remember how streaky Crits can be in an individual game session.</p><p></p><p>Only 1 PC crit lost any potential damage (Paladin, who had used Thunderous smite and lost 4 damage on a low D20 roll) All three inspirations gained in session were used when the session started with 2 PCs losing previous inspiration due to a long rest. Players are now determined to use inspiration almost as soon as they have it.</p><p></p><p>[USER=62336]@shadowoflameth[/USER] Decided to test out my home-brew tweak to the Crit rule so that monsters who crit immediately recharge a spent ability on a crit. It was a pretty beefy ability from a Thri-Kreen Mystic that got recharged (it's first use did 31 points of damage against a PC, the crit only 'lost' 5 damage). PCs freaked out when the monster recharged and went all in focus fire on it to prevent it from using that ability again. In this case, the monster's recharge was only supposed to happen on a short rest, so without the crit it would have had no chance at getting the ability back. I'm going to have to think about this rule tweak and whether it should only effect rolled recharges, and perhaps only allow an immediate extra recharge roll. </p><p></p><p>One other side note, the Rogue who was killed in session 3 was brought back to life in this session (PCs went to a temple on Bral and dished out 2k GP) and the players Wizard character who finished out the previous session decided adventuring life wasn't for him and decided to stay behind on the Rock to explore the Mage Guild hall. The wizard had been the subject of the Thri-Kreen recharge ability on the way to the temple and the player nearly lost their 2nd PC in 2 sessions and likely would have if the monster had gotten to use it's ability a 2nd time (but that would have been up to the dice).</p><p></p><p>Once the PCs got the Rogue back, they long rested again (no inspiration lost this time!) and then faced 2 deadly combats with a short rest in-between. PCs are totally spent at this point (2 encounter adventuring day!) and while they don't know it yet, I'm sure will be excited to get a short rest at the start of the next session). I mention this only because the new style monsters (from MotM and beyond) seem to fit much better into the definition of what a Deadly encounter per the adventuring day guidelines are. I really, really can't wait for the original MM monsters to be re-done in this style.</p></blockquote><p></p>
[QUOTE="OB1, post: 8772910, member: 6796241"] Playtest #4 - Chapter 4 of Spelljammer Had a 5 hour session last night with only 4 Nat20s rolled (3 from PCs, 1 from monsters). Interesting to remember how streaky Crits can be in an individual game session. Only 1 PC crit lost any potential damage (Paladin, who had used Thunderous smite and lost 4 damage on a low D20 roll) All three inspirations gained in session were used when the session started with 2 PCs losing previous inspiration due to a long rest. Players are now determined to use inspiration almost as soon as they have it. [USER=62336]@shadowoflameth[/USER] Decided to test out my home-brew tweak to the Crit rule so that monsters who crit immediately recharge a spent ability on a crit. It was a pretty beefy ability from a Thri-Kreen Mystic that got recharged (it's first use did 31 points of damage against a PC, the crit only 'lost' 5 damage). PCs freaked out when the monster recharged and went all in focus fire on it to prevent it from using that ability again. In this case, the monster's recharge was only supposed to happen on a short rest, so without the crit it would have had no chance at getting the ability back. I'm going to have to think about this rule tweak and whether it should only effect rolled recharges, and perhaps only allow an immediate extra recharge roll. One other side note, the Rogue who was killed in session 3 was brought back to life in this session (PCs went to a temple on Bral and dished out 2k GP) and the players Wizard character who finished out the previous session decided adventuring life wasn't for him and decided to stay behind on the Rock to explore the Mage Guild hall. The wizard had been the subject of the Thri-Kreen recharge ability on the way to the temple and the player nearly lost their 2nd PC in 2 sessions and likely would have if the monster had gotten to use it's ability a 2nd time (but that would have been up to the dice). Once the PCs got the Rogue back, they long rested again (no inspiration lost this time!) and then faced 2 deadly combats with a short rest in-between. PCs are totally spent at this point (2 encounter adventuring day!) and while they don't know it yet, I'm sure will be excited to get a short rest at the start of the next session). I mention this only because the new style monsters (from MotM and beyond) seem to fit much better into the definition of what a Deadly encounter per the adventuring day guidelines are. I really, really can't wait for the original MM monsters to be re-done in this style. [/QUOTE]
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