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Critical Hits Appears to be Next in D&D Archive
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<blockquote data-quote="Magus Coeruleus" data-source="post: 3976366" data-attributes="member: 1704"><p>Some groups, esp those who prefer greater threat of death, will perhaps not like the change. For those of us who prefer to have PC deaths rare (due to emphasis on character dev, continuity, or even just rareness of raise spells), I think less spikiness is better. Also, I really appreciate the point that was made that those rolls you "lose" (for those who don't see it as a speeding-up benefit on its face) you get more combats or gaming in and thus potentially more rolls anyway. Furthermore, I feel comfortable assuming that the "new math" will make this rule make more sense than it may appear from a 3e perspective. Anyway, this has all been said before. I really wanted to post at this time to say that if for some reason there aren't (enough) special abilities or properties that work with crits, or for those who want more randomness in damage, a perfectly viable houserule is to use the new 4e crit system but roll a second d20 and add that to the max damage (you could use a smaller die if preferred). This gives a lot of randomness but still ensures at least maxnormal+1 damage and it doesn't encourage builds that milk crits for insane amounts because it's the same random extra for any and all crits. It's also still pretty fast since you could still write down your max damage as suggested in the article and adding d20 to that may be faster than multiplying damage rolls and trying to remember what does and doesn't get multiplied by the crit.</p></blockquote><p></p>
[QUOTE="Magus Coeruleus, post: 3976366, member: 1704"] Some groups, esp those who prefer greater threat of death, will perhaps not like the change. For those of us who prefer to have PC deaths rare (due to emphasis on character dev, continuity, or even just rareness of raise spells), I think less spikiness is better. Also, I really appreciate the point that was made that those rolls you "lose" (for those who don't see it as a speeding-up benefit on its face) you get more combats or gaming in and thus potentially more rolls anyway. Furthermore, I feel comfortable assuming that the "new math" will make this rule make more sense than it may appear from a 3e perspective. Anyway, this has all been said before. I really wanted to post at this time to say that if for some reason there aren't (enough) special abilities or properties that work with crits, or for those who want more randomness in damage, a perfectly viable houserule is to use the new 4e crit system but roll a second d20 and add that to the max damage (you could use a smaller die if preferred). This gives a lot of randomness but still ensures at least maxnormal+1 damage and it doesn't encourage builds that milk crits for insane amounts because it's the same random extra for any and all crits. It's also still pretty fast since you could still write down your max damage as suggested in the article and adding d20 to that may be faster than multiplying damage rolls and trying to remember what does and doesn't get multiplied by the crit. [/QUOTE]
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