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Critical Hit Decks/Charts - I don't like 'em
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<blockquote data-quote="Retreater" data-source="post: 7546757" data-attributes="member: 42040"><p>This is a little bit of a rant about why I don't like Critical Hit/Fumble Decks, charts, etc. It's mostly based off my experiences in d20 games, but I think the sentiment would carry over to any tabletop game. </p><p></p><p>I think the "special critical hit rule" is one of the worst house rule or optional rule. It's inclusion is a near deal-breaker if I'm joining a game.</p><p></p><p>Specifically, I nearly de-railed a Pathfinder campaign when I introduced them as a GM. It's been about a decade since then, but seeing the Starfinder Critical desk's release just brings up bad memories.</p><p></p><p>1) It slows down the game. You have to stop the play and open up a special chart or get out a deck, roll on a table, adjudicate additional effects, and then keep up with lasting injuries.</p><p>2) It unfairly punishes characters. Sure, characters get to enjoy a little extra boost in power, but why does it matter if your party's barbarian hacks off the arm of a goblin that's going to die in a turn anyway? But the goblin slicing off the barbarian's arm, and he's hampered for the rest of the campaign? Also, in a given adventure day, the characters are probably going to be the targets of more attack rolls than your monsters (given that your monsters will be dead after a few actions).</p><p></p><p>I know some will argue, it's only an occasional thing to use a Critical Hit or Fumble. On a d20, you're going to get a Natural 20 or Natural 1 10% of the time. It will happen a lot more than you expect. This means that your characters will be subject to slicing off their own hands on a critical fumble or being decapitated by a lucky kobold.</p><p></p><p>What do others think? Do you use these optional rules?</p></blockquote><p></p>
[QUOTE="Retreater, post: 7546757, member: 42040"] This is a little bit of a rant about why I don't like Critical Hit/Fumble Decks, charts, etc. It's mostly based off my experiences in d20 games, but I think the sentiment would carry over to any tabletop game. I think the "special critical hit rule" is one of the worst house rule or optional rule. It's inclusion is a near deal-breaker if I'm joining a game. Specifically, I nearly de-railed a Pathfinder campaign when I introduced them as a GM. It's been about a decade since then, but seeing the Starfinder Critical desk's release just brings up bad memories. 1) It slows down the game. You have to stop the play and open up a special chart or get out a deck, roll on a table, adjudicate additional effects, and then keep up with lasting injuries. 2) It unfairly punishes characters. Sure, characters get to enjoy a little extra boost in power, but why does it matter if your party's barbarian hacks off the arm of a goblin that's going to die in a turn anyway? But the goblin slicing off the barbarian's arm, and he's hampered for the rest of the campaign? Also, in a given adventure day, the characters are probably going to be the targets of more attack rolls than your monsters (given that your monsters will be dead after a few actions). I know some will argue, it's only an occasional thing to use a Critical Hit or Fumble. On a d20, you're going to get a Natural 20 or Natural 1 10% of the time. It will happen a lot more than you expect. This means that your characters will be subject to slicing off their own hands on a critical fumble or being decapitated by a lucky kobold. What do others think? Do you use these optional rules? [/QUOTE]
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