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clunky crit and cover
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<blockquote data-quote="jodyjohnson" data-source="post: 6330111" data-attributes="member: 5590"><p>The rules seem fine. They just don't always match my preferences.</p><p></p><p>As they finish up the DMG (they aren't even done with the MM yet), I'm hoping most of the areas where a proportion dislike something that it will get a short discussion.</p><p></p><p>Things like how crits generally will be worse for the party than benefiting the party. Given the default hasn't always been to have 20 cause a crit, I can see variance here.</p><p></p><p>I do expect crits to remain somewhat mandatory, mostly because they are a bedrock ability of the Basic fighter.</p><p></p><p>1. Max damage, done.</p><p>2. Roll extra dice, not bonuses (1e,2e)</p><p>3. Max + dice, playtest (sort of 4e)</p><p>4. Extra dice and multiply bonuses (3e)</p><p>5. Some sort of exploding dice or where roll again with double crit equal instadeath.</p><p></p><p>A couple of these have been around for 35+ years.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6330111, member: 5590"] The rules seem fine. They just don't always match my preferences. As they finish up the DMG (they aren't even done with the MM yet), I'm hoping most of the areas where a proportion dislike something that it will get a short discussion. Things like how crits generally will be worse for the party than benefiting the party. Given the default hasn't always been to have 20 cause a crit, I can see variance here. I do expect crits to remain somewhat mandatory, mostly because they are a bedrock ability of the Basic fighter. 1. Max damage, done. 2. Roll extra dice, not bonuses (1e,2e) 3. Max + dice, playtest (sort of 4e) 4. Extra dice and multiply bonuses (3e) 5. Some sort of exploding dice or where roll again with double crit equal instadeath. A couple of these have been around for 35+ years. [/QUOTE]
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