augmented crittical


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Kafkonia said:
I've seen a house rule where it takes the "a doubling of a doubling is a trebling, not a quadrupling" approach.

That's no houserule at all.

It's the WotC way of handling things, not only with critical hits.

Same goes for damage doublings, charges, et. al.

In your example, a Spirited Charge with a lance that confirmed a critical hit would do 9x base damage & the house rule only would bring it to 5x base damage.
But said "houserule" is the official thing.

This helps to reign in the uber-multilpier-abusing builds at least a bit, alltough hundreds or even thousands of damage per round can still be done with a little creativity.
 


I can't disagree with SKR more. Mechanical benefits are one thing, and not covered fully either, but flavor is a huge aspect of any character I (and many fellow gamers) play.

There's also the 'burst' weapon enhancements which make criticals all the more important.

Imagine a flaming burst, shocking burst, keen rapier with Improved Critical stacking. On a critical hit you're talking an additional 2d10 on top of normal critical hit damage. That's a minimum 40% of all hits if your local cleric blessed the group.
 

Hmm interesting Notmousse..

We disagree with SKR but for differing reasons. When I examined the power of keen it struck me as a rather poor powerplay.

The only time it looks good is with a 2handed 18+ crit weapon, using power attack, and with a large average damage. Oh, and back when vorpal was triggered on a crit.

Nah, burst weapons compare rather unfavourably to flat enhancement, enhancement+energy, and of course holy. Then again, holy spanks everything. :)
 



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