fuindordm
Adventurer
Voss said:I think the mechanics here are more important than the disappointment factor. The 3e crit system is extraordinarily breakable and abusable.
As for the skill factor, there is a lot of design space for fighters to have powers or feats that center around criticals and other 'weapon mastery' effects. And as long as they keep it reasonable, it can be good. (There doesn't need to be a giant pile of dice coming from feats, powers, item, magic properties, because that could get just as bad as '20s crit and everyone gets a x3 multiplier')
I agree with the second point--they do have plenty of wiggle room to make crits more interesting/frequent for skilled characters. Just as they say they're doing with AoOs. So I am still hopeful on that score.
As for the first point... it doesn't make sense to me. If you look at average damage per round (the only measure that makes sense, since crits are rare), then crits just don't make a big difference. Even in corner cases such as the keen lightning burst rapier, they add just enough damage for a PC to keep up with other fighter-types. If there was anything abusable about crits, it came around long after the core system with exotic powers, supplements, and options.
They did, however, add a moderately complicated layer to PC design and combat. I guess, like the AoOs again, they are making the complications PC options activated by feat/power choice.
Ben