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Critical Hits Appears to be Next in D&D Archive
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<blockquote data-quote="demadog" data-source="post: 3975188" data-attributes="member: 8156"><p>I disagree. In fact the confirmation roll is excellent game design. It makes sure that no matter what a player needs to hit, those hits always produce criticals at exactly the same rate.</p><p></p><p>For example, if a player who needs to a 20 to hit also has to confirm the crit with a 20, then 100% of all their hits are threats and 5% of all their hits are crits. If a player needs a 16 to hit and a 20 to threat, then 20% of all their hits are threats and 5% of all their hits are crits. If a player needs a 10 to hit and a 20 to threat, then 10% of all their hits are threats and 5% of all their hits are crits. if the player needs a 6 to hit and a 20 to threat, then 6.66 of all their hits are threats and 5% of all their hits are crits. If a player needs a 1 to hit and a 20 to threat, then 5% of all their hits are threats and 5% of all their hits are crits.</p><p></p><p>The bottom line is that for all players no matter what they need to hit, 5% of all their hits are crits. Other threat ranges work out similiarly with a higher percentage of crits, but get a little wonky on the ends (ie needing a 20 to hit, with a 19-20 threat range weapon).</p><p></p><p>Now wether that consistency is worth an extra roll is debatable, but the designers of 3e thought that is was. Can the 4e desingers pull of something better? I can't wait to find out.</p></blockquote><p></p>
[QUOTE="demadog, post: 3975188, member: 8156"] I disagree. In fact the confirmation roll is excellent game design. It makes sure that no matter what a player needs to hit, those hits always produce criticals at exactly the same rate. For example, if a player who needs to a 20 to hit also has to confirm the crit with a 20, then 100% of all their hits are threats and 5% of all their hits are crits. If a player needs a 16 to hit and a 20 to threat, then 20% of all their hits are threats and 5% of all their hits are crits. If a player needs a 10 to hit and a 20 to threat, then 10% of all their hits are threats and 5% of all their hits are crits. if the player needs a 6 to hit and a 20 to threat, then 6.66 of all their hits are threats and 5% of all their hits are crits. If a player needs a 1 to hit and a 20 to threat, then 5% of all their hits are threats and 5% of all their hits are crits. The bottom line is that for all players no matter what they need to hit, 5% of all their hits are crits. Other threat ranges work out similiarly with a higher percentage of crits, but get a little wonky on the ends (ie needing a 20 to hit, with a 19-20 threat range weapon). Now wether that consistency is worth an extra roll is debatable, but the designers of 3e thought that is was. Can the 4e desingers pull of something better? I can't wait to find out. [/QUOTE]
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Critical Hits Appears to be Next in D&D Archive
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