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General Tabletop Discussion
*Pathfinder & Starfinder
A Better Way to Do Critical Hits?
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<blockquote data-quote="Dykstrav" data-source="post: 5805789" data-attributes="member: 40522"><p>One of the things I did in early 3E was use the "exploding dice" option presented in the <em>Epic Level Handbook</em>: a natural 20 wasn't an automatic hit and a natural 1 wasn't an automatic miss. If you rolled a 20, you rolled again and added 20 to the result (and if you rolled a 1, you rolled again and subtracted 20 from the result). If you rolled 20 repeatedly, you got to add the full value of your critical multiplier for <em>each</em> 20 you rolled.</p><p></p><p>It was kinda awesome for one player... I had them fight a huge black dragon as one of the capstone encounters in a long series of adventures. The archer character was a multiclass fighter/rouge and got the initiative. The player rolled two twenties back-to-back and confirmed, so they got to roll <em>six </em>dice for the bow's damage (3d8 for each natural 20), in addition to their sneak attack damage because the dragon hadn't acted yet. It was kinda awesome for that player to knock off about a third of that dragon's hit points with a single arrow. (The player didn't like it so much a few levels later when a pit fiend tore the character limb from limb with back-to-back crits, however.)</p><p></p><p>When I still played 4E, I didn't like crits because I felt that they were too soft--maximizing the damage is something that you might do anyway if you rolled your damage dice well. I remember several players not really caring if they crit because it was effectively the same thing as a good result on a regular damage roll. My group experimented with several different ideas for crits. My favorite is that a crit not only did maximum damage, but the target was also dazed on their next round (regaining their footing, wiping blood from their eyes, whatever).</p><p></p><p>Going into 5E, an idea I might like to see explored... What if you kept the roll to confirm from 3e/3.5/Pathfinder, but one of the fighter's class features was that they have a better ability to inflict critical hits? Maybe they can spend some sort of resource to gain a substantial bonus or even automatically confirm critical hits, but everyone else confirms a critical hit as normal?</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5805789, member: 40522"] One of the things I did in early 3E was use the "exploding dice" option presented in the [I]Epic Level Handbook[/I]: a natural 20 wasn't an automatic hit and a natural 1 wasn't an automatic miss. If you rolled a 20, you rolled again and added 20 to the result (and if you rolled a 1, you rolled again and subtracted 20 from the result). If you rolled 20 repeatedly, you got to add the full value of your critical multiplier for [I]each[/I] 20 you rolled. It was kinda awesome for one player... I had them fight a huge black dragon as one of the capstone encounters in a long series of adventures. The archer character was a multiclass fighter/rouge and got the initiative. The player rolled two twenties back-to-back and confirmed, so they got to roll [I]six [/I]dice for the bow's damage (3d8 for each natural 20), in addition to their sneak attack damage because the dragon hadn't acted yet. It was kinda awesome for that player to knock off about a third of that dragon's hit points with a single arrow. (The player didn't like it so much a few levels later when a pit fiend tore the character limb from limb with back-to-back crits, however.) When I still played 4E, I didn't like crits because I felt that they were too soft--maximizing the damage is something that you might do anyway if you rolled your damage dice well. I remember several players not really caring if they crit because it was effectively the same thing as a good result on a regular damage roll. My group experimented with several different ideas for crits. My favorite is that a crit not only did maximum damage, but the target was also dazed on their next round (regaining their footing, wiping blood from their eyes, whatever). Going into 5E, an idea I might like to see explored... What if you kept the roll to confirm from 3e/3.5/Pathfinder, but one of the fighter's class features was that they have a better ability to inflict critical hits? Maybe they can spend some sort of resource to gain a substantial bonus or even automatically confirm critical hits, but everyone else confirms a critical hit as normal? [/QUOTE]
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A Better Way to Do Critical Hits?
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