chriton227 said:
Having said that, I'm firmly in the camp that feels that 0.55 average damage is a small price to pay for the massive damage possible on a crit.
Ah, but I feel like crits come rare enough that to roll a 1 or 2 and waste that opportunity to tear a nice, big chunk o'hide out of the enemy would feel like a huge disappointment.
But I do appreciate that for you, the d12 fits your personality and how you like to play. That's why above where I said the two weapons should have the same damage dice, I also said I would leave the option for a player to voluntarily "downgrade" from 2d6 to the lesser average damage of the d12 if that's what they wanted.
chriton227 said:
A 1st level barbarian with a 16 Str can crit while raging for for 3d12+21, (24-57), making it one of the only characters that can force a massive damage save on its own at 1st level. A greatsword wielder needs a +13 damage to be able to force the massive damage save at all.
Umm, how many creatures do you fight at first level that have more than 50 hitpoints?!!? Even an Ogre only has 29.
Massive damage is kind of a wierd rule. Most things that can shake off a >50 hit point strike tend to have good fort saves. Take a troll for example, 63 hp and a Fort save of +11. Its not until you start getting higher levels where caster types have the hps to survive the blow but a low fort save that it matters. I might be wrong, but it seems to me that this increases lethality (to the players detriment) the same way the variant "triple 20 equals instant kill" rule does.
Anyway, at that point (higher level) the majority of your damage is going to be from fixed values (str, magic, power attack, specialization, etc), so the threat/crit type of your weapon will be the most important factor in terms of whether you'll be inflicting massive damage, with 1d12 vs 2d6 a minor concern.