Matt Black said:Critical hit: on a natural 20 if that roll also hits your opponent's AC, or if you exceed your opponent's AC by 10 or more.
Result: roll damage die twice (or more for high crit weapons). Static bonuses and non-weapon dice are only applied once.
A natural 20 is always an automatic hit., but it is only a crit if the roll would otherwise have hit.
This system does the following:
* it makes crits easy to resolve (no confirmation rolls; adding/subtracting 10 is easy)
* it reduces the size of the damage spikes to some extent (no multiplying of bonuses) while still preserving the occasional hefty crit (and the round table high-fives that follow)
* it allows high level combatants to mow through mooks relatively quickly, which is heroic and speeds up combat and lets them smack their way to the fun battle with the BBEG more quickly.
Wulf Ratbane said:* It turns 50% of all mook hits (requiring a natural 19 or better to hit) into criticals.
19's hit, 20's crit.
That's what I do ... but don't you think the system would be better if it would try to avoid that kind of situation, instead of stating something like "Unfortunately our crit rules have the side effect of high PC lethality. So you are advised to ignore the rules sometimes and fudge die rolls. We are sorry that we weren't able to revise the rules in this brand new edition and instead stuck with the old, flawed model."?Wulf Ratbane said:Then put me in the "Fudge the roll, it's what a good DM should do..." camp. If crits are too bloody lethal on the players, fudge a threat every now and then.
I have a hard time believing there are a lot of DMs out there simultaneously screaming "LET THE DICE FALL WHERE THEY MAY!" and "AHHH! THE DICE ARE TOO DEADLY!"
PCs will roll and receive more critical hits in 4E than in 3E, we know that much. But it also seems as if criticals rolled against PCs will be a lot less lethal than they were in 4E. An orc with a Greataxe would hit for 10.5 damage on average, or for a maximum of 16 on a normal hit, but up to 48 on a critical. 4E won't have these spikes, so criticals will be more predictable and more expected (as they happen more often), compared to the 3.x criticals which can come out of nowhere and kill your character in one blow.And, mathematically speaking-- and here I am referring to real math-- removing the confirmation roll is going to make crits even more telling on players than they were before. A bit of consistent logic would be good here. 4e is removing the confirmation roll to make crits happen more often for the players, yes? And who is on the receiving end of more crits?
Wulf Ratbane said:Not necessarily.... but it might mean that a monster that needs a 19+ to hit crits half the time, a monster that needs a 18+ crits 33% of the time, all the way down to a monster that needs an 11+ to hit crits 10% of the time, which is still twice as often as that creature would have critted you in 3.5, with the confirmation roll.
Since I don't think that's particularly "friendly" or "fun" for the PCs, I predict that monsters just can't crit.
Whether or not that constitutes "cheating," YMMV. At least it would be "official."