ainatan said:
But if characters deal more damage on average because they got a lot of +damages from powers and ability scores, then crits really don't make all that difference when they show up in combat because +damages are not doubled or anything.
Well, that depends on how exactly weapon damage is dealt with. As suggested earlier, since there is a "d8" listed instead of "1d8," damage dice from basic weaponry could increase by level/class (instead of the flat level-based damage adds from SWSE). If that's the case, then crits are incredibly effective, since the more dice you have, the less of a chance you have of rolling maximized damage.
If instead, characters deal more damage on average because they get more damage dice from powers and feats, crits would make some big difference, but it would be against the philosophy of diminishing the amount of dice rolled to make the game faster, so it would not make any sense.
3e was the peak of this problem, where you had your attack roll, confirmation roll, initial damage roll, critical damage roll (depending on the modifier, you could range from rolling one additional die to a handful), and the chance to throw in 1d10 from certain magical effects. 4e seems to be scaling that back, while still making crits important and meaningful, since you have attack roll and bonus damage dice, and that's it on a crit. You are rolling less dice as well as making less total rolls.
3e critical system:
1. Attack (threat if this comes up a certain number/range) - 1 roll
2. Confirmation (crit if this comes up a certain range) - 1 roll
3. Initial Damage (happens whether crit is confirmed or not) - 1 roll
4. Critical Damage (just the modifier on the critical) - 1 roll
5. Additional Critical Damage (from a flaming burst sword, for example) - 1 roll (OPTIONAL)
At least four distinct rolling components in the 3e critical system, with an optional one thrown in. Whether or not you successfully crit, you will be rolling at least three (attack, confirmation, damage). On a crit, you will be rolling at least four (attack, confirmation, damage, critical damage).
4e critical system:
1. Attack roll (crit if it's a 20) - 1 roll
2. Initial Damage (only rolled when on normal attacks) - 1 roll (OPTIONAL)
3. Critical Damage (only rolled when you qualify, by weapon or power) - 1 roll (OPTIONAL)
If you get a regular hit, you roll two of these (attack and initial damage). If you get a crit, you roll two of these (attack and critical damage),
only if you have the bonus dice, otherwise you're making a single roll to deal maximized damage.
That's a HUGE difference in the amount of dice rolled, and the amount of rolls made.