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Critical Hits Appears to be Next in D&D Archive
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<blockquote data-quote="Kraydak" data-source="post: 3974265" data-attributes="member: 12306"><p>Given their opinion of massive damage spikes (warranted!) I think we won't be seeing any CL d6 damage spells, but rather things like 3d6+3*CL. This will also avoid crit AoE carnage, an issue that has been brought up in the past.</p><p></p><p>Given the tiny boost that maxing damage gives to most weapons (wheeeee, I critted with a dagger, I get to max a whole d4, joy!) I expect secondary effects tied to crits to be important. I can counter this speculation by noting that non-damage effects will pretty much have to be small, short duration buffs/debuffs, which are more of a pain to handle than crit confirmation rolls can possibly be.</p><p></p><p>The "every hit is a crit" problem that arises when you remove the confirmation roll should be resolved, and probably will be. Given the goal of encounters will many opponents, nearly doubling the offensive output of weenies vs. AC focused defenders can make the latter virtually unviable (and if the weenies have secondary effects tied to their crits, forget about it). Fixing it without complicating matters greatly isn't too hard though, for example:</p><p>Nat 20 hits AC: max damage+secondary effects</p><p>Nat 20 misses AC, hits Reflex: normal hit</p><p>Nat 20 misses reflex: minimum damage hit.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 3974265, member: 12306"] Given their opinion of massive damage spikes (warranted!) I think we won't be seeing any CL d6 damage spells, but rather things like 3d6+3*CL. This will also avoid crit AoE carnage, an issue that has been brought up in the past. Given the tiny boost that maxing damage gives to most weapons (wheeeee, I critted with a dagger, I get to max a whole d4, joy!) I expect secondary effects tied to crits to be important. I can counter this speculation by noting that non-damage effects will pretty much have to be small, short duration buffs/debuffs, which are more of a pain to handle than crit confirmation rolls can possibly be. The "every hit is a crit" problem that arises when you remove the confirmation roll should be resolved, and probably will be. Given the goal of encounters will many opponents, nearly doubling the offensive output of weenies vs. AC focused defenders can make the latter virtually unviable (and if the weenies have secondary effects tied to their crits, forget about it). Fixing it without complicating matters greatly isn't too hard though, for example: Nat 20 hits AC: max damage+secondary effects Nat 20 misses AC, hits Reflex: normal hit Nat 20 misses reflex: minimum damage hit. [/QUOTE]
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