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General Tabletop Discussion
*Dungeons & Dragons
Critical Effects: Critiques Wanted
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<blockquote data-quote="Quickbeam" data-source="post: 20138" data-attributes="member: 635"><p><strong>Almost there...</strong></p><p></p><p>As promised yesterday in another thread, I've read your crit tables and explanations, along with all of the current commentary listed herein. I must say, it's one of the best systems for determining critical damage effects I've ever seen...and I've seen tons of 'em since one of the players in our group <strong>LOVES</strong> downloading every freaking crit chart he can find <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> !!</p><p></p><p>Several comments and questions for you:</p><p>1) Gothmog makes a good point as it relates to weapon and opponent size. I realize introducing changes such as these will begin to mire the process down in additonal rolls and calculations, but if realism is what you're after *shrug*.</p><p></p><p>2) Have you fully weighed the likelihood of certain body parts being damaged instead of others? I agree that the legs are less likely to be struck than the torso, but are you willing to have a higher crit range for an area that can more easily result in serious/life-threatening injury?</p><p></p><p>3) And the big question -- despite adding realism to combat with specific damage modifiers and descriptions, are you making weapons like the rapier more deadly than the battle axe, greatsword and heavy flail? Before you answer this, please understand that I genuinely like your tables and ideas. I just wonder if such charts will sway weapon selection in an entirely different direction.</p></blockquote><p></p>
[QUOTE="Quickbeam, post: 20138, member: 635"] [b]Almost there...[/b] As promised yesterday in another thread, I've read your crit tables and explanations, along with all of the current commentary listed herein. I must say, it's one of the best systems for determining critical damage effects I've ever seen...and I've seen tons of 'em since one of the players in our group [b]LOVES[/b] downloading every freaking crit chart he can find :D !! Several comments and questions for you: 1) Gothmog makes a good point as it relates to weapon and opponent size. I realize introducing changes such as these will begin to mire the process down in additonal rolls and calculations, but if realism is what you're after *shrug*. 2) Have you fully weighed the likelihood of certain body parts being damaged instead of others? I agree that the legs are less likely to be struck than the torso, but are you willing to have a higher crit range for an area that can more easily result in serious/life-threatening injury? 3) And the big question -- despite adding realism to combat with specific damage modifiers and descriptions, are you making weapons like the rapier more deadly than the battle axe, greatsword and heavy flail? Before you answer this, please understand that I genuinely like your tables and ideas. I just wonder if such charts will sway weapon selection in an entirely different direction. [/QUOTE]
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Critical Effects: Critiques Wanted
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