CRGreathouse
Community Supporter
Upper_Krust said:Trying to work out the spell lists for the Bestiary using the old system was soul destroying. I think my new system is a lot quicker, cleaner and does much the same thing for far fewer feats.
Yep, it's just different approaches for different tastes. Your method is good, too.
Upper_Krust said:So are you suggesting that (for example) epic feats need to be twice as powerful as non-epic feats?
In almost all cases, yes. I think they should usually be twice as powerful, and sometimes even more. Of course, in some cases (spell penetration and initiative) I think that the numerical increase should be about the same.
Upper_Krust said:Epic - Increase Smite Damage; Epic - Increase Smite Frequency Per Round; Divine - Increase Smite Damage; Divine - Increase Smite Frequency Per Round; Cosmic - Increase Smite Damage.
Your idea doubles frequency and damage once for epic, once for divine and then damage again of x8 with the cosmic.
My idea adds two smites per round and adds three to the smite multiplier.
You don't need any special abilities to smite more than once in a give round. A fifth-level paladin can smite twice in a round if she has that many attacks (two-weapon fighting, attacks of opportunity, etc.).
Upper_Krust said:Only an opposed epic, divine or cosmic ability.
So much for a "one-upmanship that is detrimental to the game".

Upper_Krust said:The trick would be to accurately guesstimate exactly how much of a critical multiplier the +5 market modifier was worth. Does your above equation for critical hits help us in this regard I wonder?
My problem is that I have to consider the ramifications of this type of ability when the likes of Thor takes the cosmic version in tandem with Mjolnir and hes dealing x24 damage on a crit and threatening on a 14-20...or something like that.![]()
I'm not sure this will help much. A straightforward damage analysis will tell you that "doubling" the critical multipliers (x2 --> x3, x3 --> x5, x4 --> x7; or x2 --> x4, x3 --> x7, x4--> x10) gives the same damage on average. The trouble is that the high crit weapons will tend to have wasted damage and the low crit weapons will have unimpressive effects (even though the long-run damage will be the same if not in their favor).
A "vorpal" longsword dealing x3 crits just doesn't seem that special, and it's not even close to a +5 modifier. A "vorpal" scythe dealing x7 crits will result in a lot of overkill.
A better solution, perhaps, is to add a set amount (say, +4) to the critical multiplier, but only when the natural attack roll is 20. This balances across all weapon types and allows for impressive effects even from swords and the like. I'm not sure what amount is fair for a +5 modifier, though; frankly it would take a lot.
Upper_Krust said:Should Keen* stack with Improved Critical, should Razor stack with Superior Critical (Divine), should Mono stack with Perfect Critical (Cosmic)...?
As I'm sure you know, Sean Reynolds would argue that they should. I have no particular opinion, and nothing to add except:
* The situation you mention above with Thor is more easily avoided with strict limits
* Sean's argument is sementically compelling and mathematically correct.
Upper_Krust said:*Or its bludgeoning peer.
Just in the same friendly spirit of reminder as before, I'll note that not everyone uses Impact, the Forgotten Realms' extention of keen to bludgeoning.