The Little Raven
First Post
ainatan said:If characters gain extra dice for damage, they don't have to roll a ton of dice when they crit, that's fine, they also need less rolls to resolve critical hits as you showed, but they have to roll more dice everytime they roll for damage on regular hits, 95% of the time. I though that was exactly what the designers are trying to avoid, maybe I'm wrong.
I thought I showed this to be wrong, but let me delve further. I'll compare the 3e "pick, heavy" (there is no war pick) against the 4e "war pick." I'll list the number of dice used for a successful crit with either weapon as well as on a regular hit, and break down why you roll each die.
3e - Heavy Pick (1d6 damage, x4 modifier)
[Regular Attack - 2 dice]
1d20 (attack)
1d6 (damage)
[Critical Hit - 6 dice]
2d20 (attack, confirmation)
4d6 (damage, crit damage, crit damage, crit damage)
4e - Heavy Pick (d8 damage, let's say a bonus d8 on crit for it's "high crit" property)
[Regular Attack - 2 dice]
1d20 (attack)
1d8 (damage)
[Critical Hit - 2 dice]
1d20 (attack/crit)
1d8 (bonus damage, since the d8 from basic damage is automatically maximized)
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Even with the "gain damage dice as you gain levels" concept (which may or may not be true), 4e will pretty much always have less rolls than 3e especially considering iterative attacks would often multiple the amount of dice rolls by the number of attacks, something that is conspicuously absent in 4e. So, while a high-level fighter would be rolling 24 dice (6 per crit, 4 attacks) in 3e, in 4e it would still be far less than that because you're not making additional attack/confirmation rolls, just adding in additional damage dice.