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Alternative crit chart for 5e
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<blockquote data-quote="Gianni_the_Mystic" data-source="post: 5936952" data-attributes="member: 96192"><p>Ha, good point. Though it could be argued that if you think the game is missing something, playtesting a tweak is a way to provide feedback. For example, even the official articles have suggested things like playing without themes, or adjusting rest times. I intend to tweak some of the at-will powers on my next playtest, and I'm very tempted to replace Reaper with something else.</p><p></p><p></p><p>When I've played with crit charts in the past, I haven't had much trouble with this. In cases where the anatomy result is a little off, you can keep the mechanics but revise the flavor (a stirge is slowed because you've damaged the wing, not the leg). For things that just don't make sense, like disarming a dragon or deafening a gelatinous cube, you'd just keep the 2x damage result and ignore the irrelevant mechanics. It's actually a good way to make different monsters feel special. Huge monsters aren't just bigger bags of hit points... it's also harder to reach up and behead them.</p><p></p><p></p><p>Totally agree on this. As I mentioned above, for balance and speed reasons it is better to keep crit tables as something special for the PCs (and major villains). To me this is no different than saying only the PCs observe the death and dying rules, while other stuff just dies at 0 hp.</p><p></p><p>As always, your mileage may vary. But it's been a while since I've used crit charts, and I couldn't find any (including Paizo's Critical Hits deck) that seemed ideal for 5e, so the above chart is my best attempt.</p></blockquote><p></p>
[QUOTE="Gianni_the_Mystic, post: 5936952, member: 96192"] Ha, good point. Though it could be argued that if you think the game is missing something, playtesting a tweak is a way to provide feedback. For example, even the official articles have suggested things like playing without themes, or adjusting rest times. I intend to tweak some of the at-will powers on my next playtest, and I'm very tempted to replace Reaper with something else. When I've played with crit charts in the past, I haven't had much trouble with this. In cases where the anatomy result is a little off, you can keep the mechanics but revise the flavor (a stirge is slowed because you've damaged the wing, not the leg). For things that just don't make sense, like disarming a dragon or deafening a gelatinous cube, you'd just keep the 2x damage result and ignore the irrelevant mechanics. It's actually a good way to make different monsters feel special. Huge monsters aren't just bigger bags of hit points... it's also harder to reach up and behead them. Totally agree on this. As I mentioned above, for balance and speed reasons it is better to keep crit tables as something special for the PCs (and major villains). To me this is no different than saying only the PCs observe the death and dying rules, while other stuff just dies at 0 hp. As always, your mileage may vary. But it's been a while since I've used crit charts, and I couldn't find any (including Paizo's Critical Hits deck) that seemed ideal for 5e, so the above chart is my best attempt. [/QUOTE]
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