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*Pathfinder & Starfinder
A Better Way to Do Critical Hits?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5806190" data-attributes="member: 54877"><p>That is my preference, too. Adapt some of the "combat maneuvers" from Mongoose Runequest II (now "Legends") to provide a few clear results--including a disarm attempt, breaking weapons, etc. Basically, have the stuff that should not be happening all the time in any kind of reasonable fight (e.g. disarming) but certainly can arise under the right circumstances.</p><p> </p><p>Stunts should certainly be one of those choices, however.</p><p> </p><p>If the list of possible maneuvers gets too long, let every character pick two to four that they get for free, and let them purchase more via feats or some other such mechanism. That should cut out most of the analysis paralysis. (Or alternately, adapt from MRQ II again, and make the options limited by weapon type.)</p><p> </p><p>For the simple module, though, I'd prefer no confirmation roll, and then max damage possible on the roll added to the roll. Double damage has historically been too much in some cases, but max damage alone is rather underwhelming. Plus, people like rolling damage. One of the nicer effects of 4E style crits is that something still gets rolled. Max damage possible + roll the normal damage is potentially a reasonable, fast compromise. If nothing else, those that are rolling attacks and damage at the same time aren't wasting anything in their flow. Get a Natural 20 with a given attack, add a fixed amount to your normal roll.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5806190, member: 54877"] That is my preference, too. Adapt some of the "combat maneuvers" from Mongoose Runequest II (now "Legends") to provide a few clear results--including a disarm attempt, breaking weapons, etc. Basically, have the stuff that should not be happening all the time in any kind of reasonable fight (e.g. disarming) but certainly can arise under the right circumstances. Stunts should certainly be one of those choices, however. If the list of possible maneuvers gets too long, let every character pick two to four that they get for free, and let them purchase more via feats or some other such mechanism. That should cut out most of the analysis paralysis. (Or alternately, adapt from MRQ II again, and make the options limited by weapon type.) For the simple module, though, I'd prefer no confirmation roll, and then max damage possible on the roll added to the roll. Double damage has historically been too much in some cases, but max damage alone is rather underwhelming. Plus, people like rolling damage. One of the nicer effects of 4E style crits is that something still gets rolled. Max damage possible + roll the normal damage is potentially a reasonable, fast compromise. If nothing else, those that are rolling attacks and damage at the same time aren't wasting anything in their flow. Get a Natural 20 with a given attack, add a fixed amount to your normal roll. [/QUOTE]
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A Better Way to Do Critical Hits?
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