Xeriar said:
I might check the randomness of the die. Honestly, if you crit nearly half the time because of one feat and a +1 magical ability, it does take from it.
Either it should require more feats, or more magical abilities - but I think the 18-20 threat range is too large anyway.
So, if 18-20 is *too* big for you, does that mean weapons that only critical on a 20 and do 3 or 4 times the damage is fair?
I always saw improved critical as a "mundane" effect. By learning where people are vulernable, where there are weak spots in armor, etc.; a character has discovered something, learned how to make their weapon more effective. Keen on the other hand, was a magic effect and made weapons more appt to critical on opponents, either sharpening the blade (ala slashing weapons), or making the blade slightly thinner, able to catch smaller spots (ala piercing weapons). These are two _very_ different effects.
You conplain about 18-20 being too great a threat range. Moot point, being that the only weapons who have that large a threat range are smaller weapons (1d6), versus the 19-20 longsword (1d8), or the plain old 20 battle axe (1d10). It's a trade off ... better damage over the long run or criticaling slightly more frequently with the smaller damage weapons.
Should the effects stack? Yes, according to the logic provided for stacking bonuses, Improved Critical is mundane and Keen is magic. Ranks in jump and a ring of jumping stack ... that makes logical sense; why the change for the weapons?
So much for the way gamers like it ...
Erge
Edit: bad spelling