Hi CRGreathouse mate!
CRGreathouse said:
At the moment the mechanics strongly favor high multipliers. If that's a concern to you, you'll need to do something about the basic system, because everything at the moment favors high multipliers:
- High threat ranges are less useful when there are more ways to increase the range;
The same could be said for the ability to increase critical multiplier. So I'm not sure I see that as an issue.
CRGreathouse said:
[*]Low multipliers are hurt more than high multipliers by directly subtracting from the multiplier; and
Initially I was contemplating this as a fraction, rather than a penalty.
eg. Solid 1/2, Liquid 1/3, Gaseous 1/4, Incandescent 1/5 etc.
What do you think?
CRGreathouse said:
[*]Low multipliers have trouble penetrating DR.
This assumes DR is standard, but I think we pretty much have to assume it will be standard, certainly at epic levels.
That said, remember we are talking about critical hits here, not base damage. If someone is having trouble penetrating a given DR, then increasing the critical multiplier is only going to help them rather than hinder them.
CRGreathouse said:
Note that the situation is reversed if most creatures encountered are fragile (longsword then has 19/x4 vs. 20/x5 for an axe, making the sword half again as good in critical terms), but I suspect this will make up a smaller proportion of encounters than those resisting crits to some degree.
One possible method of handling this would be a raw multiplier of the critical damage, but this may put you back where you were before mechanically. I don't know.
I know. Its a puzzle all right. I don't see how it can be balanced if we make it a flat increase across all weapons though.
Maybe a +1, +3/2, +2 method would be better, but that seems a bit awkward.
CRGreathouse said:
Conceptually, what is a creature "doing" when it gets a crit for more than x1 damage on a "solid" creature? Why does the hit do more damage when there are no working parts? I have some trouble understanding this, and a lot of trouble understanding why sneak attack should work.
Any solid object certainly has weak points (as Fieari has touched upon).
When I think of a critical hit upon a liquid based monster I think of the grenade hit to the T-1000 in Terminator 2. Although you could also have any blow which manages to seperate, or displace a significant portion of the liquid mass from the main 'whole'.
For gas based monsters, again you want an effect that going to disturb as much of it as possible.
For incandescent creatures you probably want the blows to smother as much of it as you can.
Remember that with something like a fire or water elemental, we are already assuming they can be hurt by weapons, so its not so great a stretch to assume some people know how to hurt them better than others.
CRGreathouse said:
Further, while I abstractly agree that Inevitables (along with many/most constructs) should be subject to critical hits, I'll note they aren't balanced for this extra damage since they have no Con modifier. This may need to be addressed, especially since you have a hardline interpretation on Hit Dice (and as such aren't likely to increase them to compensate).
Sticking to the letter of the law, Inevitables are clockwork creatures, which means they are not solid, but rather a mechanism, not doubt with certain cogs and springs more important than others.
But I take your point about lacking Constitution. According to my Monster Manual 3, Warforged actually have a Constitution score so this would seem to be the appropriate course of action.
Kolyarut: Con 11
Marut: Con 20
Zelekhut: Con 14
Quarut: Con 14
Varakhut: Con 14