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<blockquote data-quote="CRGreathouse" data-source="post: 2601904" data-attributes="member: 474"><p>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:</p><ul> <li data-xf-list-type="ul">High threat ranges are less useful when there are more ways to increase the range;</li> <li data-xf-list-type="ul">Low multipliers are hurt more than high multipliers by directly subtracting from the multiplier; and</li> <li data-xf-list-type="ul">Low multipliers have trouble penetrating DR.</li> </ul><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 2601904, member: 474"] 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: [list][*]High threat ranges are less useful when there are more ways to increase the range; [*]Low multipliers are hurt more than high multipliers by directly subtracting from the multiplier; and [*]Low multipliers have trouble penetrating DR.[/list] 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. 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. 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). [/QUOTE]
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