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General Tabletop Discussion
*TTRPGs General
Critical Hit Decks/Charts - I don't like 'em
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<blockquote data-quote="Zhaleskra" data-source="post: 7547553" data-attributes="member: 20544"><p>It depends. Rolemaster has the problem of having charts for practically everything, which is why one of the derogatory names for it is "ChartMaster". Its "diet" version, HARP simplifies things by drastically lowering the number of tables, which can lead to sameyness if a GM doesn't change the wording of a critical despite the effects being the same.</p><p></p><p>I had a GM who did a damage dice thing in HARP because a majority of players thought the charts slowed down the game, I thought the opposite: the damage dice slowed down the game.</p><p></p><p>As I've experienced many games throughout my years, I've come to dislike "you don't even have a ghost of a chance of touching this guy because reason X", and I've learned to accept anti-climactic combat scenarios. You killed the boss in one blow? Well, this is a one-shot anyway, so good job! I don't like "Mook NPC" rules either, but that's another discussion entirely.</p><p></p><p>That said, I have had to remind HARP players that they can affect the outcome of their actions themselves with Fate Points. What I like is that in HARP, unless a crit says something about Hits, Bleeding, Nasty external or internal damage, or Stun; Endurance is simply that: how much fight you have left in you. While "Hit Points" in most systems have always been somewhat abstract, I've grown to dislike "you're fine until they take your last hit".</p><p></p><p>Now, in a Pathfinder game, the GM did have critical hit/fumble decks. While it added some variety, I thought it slowed down combat.</p><p></p><p>So, depends on the game for me, I guess?</p></blockquote><p></p>
[QUOTE="Zhaleskra, post: 7547553, member: 20544"] It depends. Rolemaster has the problem of having charts for practically everything, which is why one of the derogatory names for it is "ChartMaster". Its "diet" version, HARP simplifies things by drastically lowering the number of tables, which can lead to sameyness if a GM doesn't change the wording of a critical despite the effects being the same. I had a GM who did a damage dice thing in HARP because a majority of players thought the charts slowed down the game, I thought the opposite: the damage dice slowed down the game. As I've experienced many games throughout my years, I've come to dislike "you don't even have a ghost of a chance of touching this guy because reason X", and I've learned to accept anti-climactic combat scenarios. You killed the boss in one blow? Well, this is a one-shot anyway, so good job! I don't like "Mook NPC" rules either, but that's another discussion entirely. That said, I have had to remind HARP players that they can affect the outcome of their actions themselves with Fate Points. What I like is that in HARP, unless a crit says something about Hits, Bleeding, Nasty external or internal damage, or Stun; Endurance is simply that: how much fight you have left in you. While "Hit Points" in most systems have always been somewhat abstract, I've grown to dislike "you're fine until they take your last hit". Now, in a Pathfinder game, the GM did have critical hit/fumble decks. While it added some variety, I thought it slowed down combat. So, depends on the game for me, I guess? [/QUOTE]
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