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Critical Hits Appears to be Next in D&D Archive
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<blockquote data-quote="Sir Brennen" data-source="post: 3975215" data-attributes="member: 553"><p>Some points to consider:</p><p></p><p><em>• The "skill" issue:</em> Now, I completely understand the logic of the confirmation roll to allow better BAB characters to crit more often than lower BAB characters. In fact, I house-ruled crits and confirmation rolls into my game way back in 2nd edition, and was very pleased when it was made official in 3E. </p><p></p><p>But now, it seems skill (counting magical augmentation as "skill", just like previous editions) is reflected in how meaningful the critical actually is. The more skilled character will be doing more damage (+ effects) than lower level ones. There's still a correlation between BAB and damage output. And I think it's quite likely that the fighter will have the lion's share of ways to make their crits more effective as they level.</p><p></p><p><em>• When only a 20 hits:</em> Umm... can someone show me where 20 is still an auto hit as a confirmed rule? Right now this is pure speculation. Plus, this is an extreme corner case. How often do players come up against creatures which their BAB + d20 can't possibly touch? It's a mountain out of a molehill, an argument about verisimilitude which only actually comes into play rarely, if ever.</p><p></p><p>In 4E, there won't be wizards plinking away with crossbows anymore. For their area of expertise - their powers - I'm thinking each class will be on par with the fighter for their odds of striking in combat, or at least much closer than in previous editions. So the "only possible hit is on a natural 20" scenarios I think will be virtually non-existent in the new edition (unless the DM is particularly sadistic).</p><p></p><p><em>• Crits are less exciting:</em> What the character is able to do with the crit is where the excitement comes in. I think the idea of creating a character whose criticals do max damage plus something different than all the other PCs in the party is going to add a lot more excitement and flavor than just the same ole multiple damage each time.</p><p></p><p>From the article, it doesn't seem to me that adding more damage is the only way crits could be enhanced. A fighter specializing in hammers might, for example, either knock back or knock down an opponent on a crit. A rogue might be able to hamstring an enemy on a crit, lowering their movement. The cleric's healing ability enhanced on a crit has already been mentioned. There's tons of things that might happen as a result of a crit other than damage. </p><p></p><p>Again, this article is just a tidbit which I think requires knowing alot more about the combat system, class abilities, magic items, ect. to really understand how it will work.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 3975215, member: 553"] Some points to consider: [I]• The "skill" issue:[/I] Now, I completely understand the logic of the confirmation roll to allow better BAB characters to crit more often than lower BAB characters. In fact, I house-ruled crits and confirmation rolls into my game way back in 2nd edition, and was very pleased when it was made official in 3E. But now, it seems skill (counting magical augmentation as "skill", just like previous editions) is reflected in how meaningful the critical actually is. The more skilled character will be doing more damage (+ effects) than lower level ones. There's still a correlation between BAB and damage output. And I think it's quite likely that the fighter will have the lion's share of ways to make their crits more effective as they level. [I]• When only a 20 hits:[/I] Umm... can someone show me where 20 is still an auto hit as a confirmed rule? Right now this is pure speculation. Plus, this is an extreme corner case. How often do players come up against creatures which their BAB + d20 can't possibly touch? It's a mountain out of a molehill, an argument about verisimilitude which only actually comes into play rarely, if ever. In 4E, there won't be wizards plinking away with crossbows anymore. For their area of expertise - their powers - I'm thinking each class will be on par with the fighter for their odds of striking in combat, or at least much closer than in previous editions. So the "only possible hit is on a natural 20" scenarios I think will be virtually non-existent in the new edition (unless the DM is particularly sadistic). [I]• Crits are less exciting:[/I] What the character is able to do with the crit is where the excitement comes in. I think the idea of creating a character whose criticals do max damage plus something different than all the other PCs in the party is going to add a lot more excitement and flavor than just the same ole multiple damage each time. From the article, it doesn't seem to me that adding more damage is the only way crits could be enhanced. A fighter specializing in hammers might, for example, either knock back or knock down an opponent on a crit. A rogue might be able to hamstring an enemy on a crit, lowering their movement. The cleric's healing ability enhanced on a crit has already been mentioned. There's tons of things that might happen as a result of a crit other than damage. Again, this article is just a tidbit which I think requires knowing alot more about the combat system, class abilities, magic items, ect. to really understand how it will work. [/QUOTE]
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