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Community
General Tabletop Discussion
*Pathfinder & Starfinder
A New Critical House Rule
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<blockquote data-quote="Kaze Kyuubi" data-source="post: 4744794" data-attributes="member: 82872"><p>So, by mistake my friend and I used the old version of criticals during our little trial dungeon the other day, his first day as the DM, and our first game with 4E. You know, 20 for a critical threat, roll again to see if you hit(still the same), but then we got it a bit mixed for how the new critical works because he hadn't read it properly. Apparently it just maxes your damage, but he thought it maxed the damage, and let you roll the die again, like how 3E let you roll an extra damage die or two.</p><p> </p><p>Well, realising how much weaker a potential crit seemed, while more reliable, I also began looking at those feats and powers activated if you get a critical. So long story short, I realised, if the critical maxes your damage, then for the purpose of those abilities and feats, why not allow a perfect damage roll to count the same way? In other words, if you roll a d4 for damage, a 4 is considered a critical for the purpose of those abilities, and likewise, if you roll a d10, a 10 is considered a critical.</p><p> </p><p>Now, this means a few things. First off, it means lower die damages have an easier time getting criticals than higher roll ones. I mean, that'd put a dagger at a 28.75% chance of getting a critical(5% from a d20 attack roll, 25% if it didn't crit already for the damage roll, so with diminishing returns...), while a Longbow woudl only have a 14.5% chance. That adds two things. First off, normally that'd be a 5% chance either way for both, so it's far higher, and makes those feats nicer to select. Second, it allows interesting options using weapons with low damage like the dagger to get the critical bonuses. I could see a Rogue specialising in that.</p><p> </p><p>Anyway, what are you guys' thoughts on this idea? Good, bad?</p></blockquote><p></p>
[QUOTE="Kaze Kyuubi, post: 4744794, member: 82872"] So, by mistake my friend and I used the old version of criticals during our little trial dungeon the other day, his first day as the DM, and our first game with 4E. You know, 20 for a critical threat, roll again to see if you hit(still the same), but then we got it a bit mixed for how the new critical works because he hadn't read it properly. Apparently it just maxes your damage, but he thought it maxed the damage, and let you roll the die again, like how 3E let you roll an extra damage die or two. Well, realising how much weaker a potential crit seemed, while more reliable, I also began looking at those feats and powers activated if you get a critical. So long story short, I realised, if the critical maxes your damage, then for the purpose of those abilities and feats, why not allow a perfect damage roll to count the same way? In other words, if you roll a d4 for damage, a 4 is considered a critical for the purpose of those abilities, and likewise, if you roll a d10, a 10 is considered a critical. Now, this means a few things. First off, it means lower die damages have an easier time getting criticals than higher roll ones. I mean, that'd put a dagger at a 28.75% chance of getting a critical(5% from a d20 attack roll, 25% if it didn't crit already for the damage roll, so with diminishing returns...), while a Longbow woudl only have a 14.5% chance. That adds two things. First off, normally that'd be a 5% chance either way for both, so it's far higher, and makes those feats nicer to select. Second, it allows interesting options using weapons with low damage like the dagger to get the critical bonuses. I could see a Rogue specialising in that. Anyway, what are you guys' thoughts on this idea? Good, bad? [/QUOTE]
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A New Critical House Rule
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