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Critical Hits Appears to be Next in D&D Archive
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<blockquote data-quote="HeinorNY" data-source="post: 3975391" data-attributes="member: 16178"><p>The way crits were presented was not all that exciting to me. It's simpler, it's faster and easier to resolve, but only that.</p><p>When I think about rolling a critical hit in 4E, considering the very few things we know yet, i don't get all that excited, mainly because we can just get the same result with a regular hit anyway. If my character wields a shortsword, 1 of 6 regular hits will be a ''pseudo-crit".</p><p></p><p>Sure, weapons at higher levels may deal more damage dice.</p><p>There may be feats or powers that let you add more damage dice, or crit on a 19, or 18, or heal an ally, or activate a special power or magical item.</p><p>I can think about many options that make the critical hit to be more exciting, more interesting and worthwhile.</p><p>But we don't know them yet, we don't know the possibilities. All we can do is to have an opinion about what they shows us. That was not a very thrilling article in my opinion, but I can wait.</p><p></p><p>I believe the current critical hit rule is just the 'bottom line' of crits, it is that small difference that every character has the chance to acomplish in combat. It has to start small because anyone can do it, but will become greater, more powerful and dangerous as your character becomes more powerful, with the right class, feats and powers.</p><p></p><p>But until we know more, 4E critical hits are faster, simpler and easier to resolve, maybe more balanced, and just that.</p></blockquote><p></p>
[QUOTE="HeinorNY, post: 3975391, member: 16178"] The way crits were presented was not all that exciting to me. It's simpler, it's faster and easier to resolve, but only that. When I think about rolling a critical hit in 4E, considering the very few things we know yet, i don't get all that excited, mainly because we can just get the same result with a regular hit anyway. If my character wields a shortsword, 1 of 6 regular hits will be a ''pseudo-crit". Sure, weapons at higher levels may deal more damage dice. There may be feats or powers that let you add more damage dice, or crit on a 19, or 18, or heal an ally, or activate a special power or magical item. I can think about many options that make the critical hit to be more exciting, more interesting and worthwhile. But we don't know them yet, we don't know the possibilities. All we can do is to have an opinion about what they shows us. That was not a very thrilling article in my opinion, but I can wait. I believe the current critical hit rule is just the 'bottom line' of crits, it is that small difference that every character has the chance to acomplish in combat. It has to start small because anyone can do it, but will become greater, more powerful and dangerous as your character becomes more powerful, with the right class, feats and powers. But until we know more, 4E critical hits are faster, simpler and easier to resolve, maybe more balanced, and just that. [/QUOTE]
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