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Alternative Improved Critical

Romotre

First Post
Actually the effect is the same. However, I'll suggest changing the preq's. Instead of base attack of "+8", make it base attack of "max damage of weapon." Since you only choose 1 weapon, a dagger could be chosen with a base attack of +4, a short sword with a +6 or a greataxe with a +12. This with more power to the smaller weapon (which i think is good) and gives rogues n' knife fighter types an edge. The only problem (that i can see) would be with unarmed, which would stay at +8 (maybe). What do you guys think?
 

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all i have to say is NO. I don't want a keen scimitar (or rapier) wielder with imp crit at 6th level. Something about that kind of crit range (12-20) that scares the life out of me at 6th level
 

First of all, its only 2 levels. Second of all, critically with a scimtar isn't that great. The numbers show that a 19-20 (or 18-20) x3 or x4 weapon will do more damage than a 15-20 (or 12-20) one. The only trouble is with VORPAL, which you shouldn't have at level 6. If that's the only negative you can think of, i'm pleased.

Edit: Maybe another preq to keep it out of the hands of straight fighter types?
 
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Actually, it's two levels for fighters. This type of cange really favores the classes with rogue or wizard BAB progression. A wizard can get this for a dagger at level 9 (BAB +4 at level 8, but can't get a feat till nineth as opposed to level 18 (16th level gives +8 BAB, but feat isn't gained till 18th). So, it's the none fighters that this is going to mean a lot to.
 


Not such a bad house rule. I like it, but probably won't use it, not really an issue. I'd allow someone to do it though (provided I get some good backstory in exchange).
 

And what do you need for improved critical (ray)?

This actually makes some weapons with less power from the feat (ex, greatsword) harder to get than some with more benifit (ex. falchion).

However if you want it to be easier make the req, 4+crit mult+threat range. This makes it a lot easier to get for the weapons this helps less on.
 


........

IMO it's useless to modify core feat just because there is a magical weapon ability that you don't like. DM can easily either modify or remove magical items, but changing feat messes up some things quite badly, since they apply to all characters in the game, not just PC's.

You could change vorpal to +3 property that would, when on natural 20 and confirmed critical, would do double damage (after the damage has been calculated). Or give fort save to ignore decapitation...

Z.
 

Can I suggest an alternative which might meet your needs?

How about a "Simple Improved Critical"?

Requirements: BAB 4+
Benefit: doubles the threat range of any simple weapon.

Thus, this doesn't open the door to nasty threats from scimitars and rapiers, while giving an easier opening for daggers and the various simple weapons.

After all, the weapons are supposed to be (by definition) simpler to use. Why not make them simpler to learn to use well?

This would give an option to improve the flexibility for the wizards and rogues while not unduly hampering (or benefiting) most fighters.

Cheers
 

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