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Critical hit system

Frost said:
I use Paizo' Critical Hit Deck. So far, I have found it adds a lot of fun and the players like it. However, I make it optional... the players can do the standard crit. damage or use the deck, they just have to choose before drawing a card. It is also a "player's only" option in my campaign. Critical hit systems tend to favor the bad guys anyhow, so I figure no need to pile on.

This.

Except rank and file enemies don't have access to the Critical Hit deck. BBG's do and so do some of their subordinates. I usually let the players know in advance when their in danger of being critted and by whom. Works well for my group.
 

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I actually tested out the Critical Hit Deck. For a while I was even allowing one to roll on the table from "Good Hits, Bad Misses", which includes about 30% standard crit and 30% +1 multiplier, and then determine the number of cards they could draw if they chose to draw. In the end, I found the results from the Critical Hit deck to be too weird in many cases.
 

I still run a 2E campaign, although I'm sure my critical hit charts could still be applied to any edition. They are fully described, along with a true story illustrating a situation that occurred in my game, on my website at http://melkot.com/mechanics/critical.html

Denis, aka "Maldin"
Maldin's Greyhawk http://melkot.com
Loads of edition-independent Greyhawk goodness... maps, mysteries, magic, mechanics, and more!
 


I used to be big into critical hit charts back in 1e days.

Over time I came to see criticals in general as being a bad thing. Right now I run 3.0 criticals with confirmation rolls, but I'm really tempted to write them out of my rules - and probably would if I didn't know most players love them. (Weapon specialization is another area I'm not fond of but stuck with, though I'm tempted to replace that with 'style specialization'.)

I think I'd personally like to drop criticals and add in a called shots option, but so far I'm not completely happy with any ideas I've had for called shot mechanics. I'm terribly afraid of making power attack seem unproblimatic in comparison, especially against huge+ creatures.
 



Most of the problem from criticals (especially specific injury variants) is that PCs can be maimed by an inconsequential fight. The reason that I'm able to use them is the nature of combat and the attitude that the player have toward it: they only fight if they really need to. We don't do dungeon crawls. On occasion they lead troops, but in more of a commander role. We don't even use 3.5 for dungeon crawls, we use 1E/2E mishmash.
 

Back in the day, I loved Rolemaster's criticals -- except that they sometimes meant you spent more time designing your character than playing him, before he died spectacularly.

In fact, one of the flaws of most critical systems is that they ignore hit points, when hit points are how the game system models avoiding getting killed.

Warhammer got around this in a clever way. In Warhammer, you don't roll on the critical-hit table when you roll high to-hit; you roll on the critical-hit table when you've dropped someone. The table tells you how you finished someone off, not that you finished them off. That's easy enough to import into D&D.
Melhaic said:
I like combat grim and brutal, so I use the system from 2E Combat & Tactics. With the 3E ranges. Yeah, I like dismemberment.

Any "threat" is a crit: none of this cockamamey confirmation roll BS. Damage and effect are based on weapon size relative to the critee (a hobbit critted by a greataxe is ogre jelly). The critee makes a fort save equal to damage dealt, and if it fails he/she/it/they suffer a specific injury.
The crit ranges and multiples were specifically chosen for balance, and the roll to confirm a crit plays in important role: it means that better fighters score more crits than lesser fighters (like orcs).

If you want more crits, I suggest going in the opposite direction: increase all crit ranges to 1-20 (any roll), but still roll again to confirm.
 

mmadsen said:
Back in the day, I loved Rolemaster's criticals -- except that they sometimes meant you spent more time designing your character than playing him, before he died spectacularly.
I've seen a statistical analysis of the Rolemaster critical hit/fumble system. Apparently if the system is used to model armies more units die from friendly fire than combat with the enemy.
 

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