Critical Hits: What's Best?

Best Way to Handle Critical Hits?


Hussar said:
So, more crits (yay! I rolled a 20!), but less of a damage spike (yay, my 4th level ranger didn't just get turned into a fine red mist by a CR 1/2 orc).
That reminds me of another Ranger - In our Shackled City campaign he was "one-shot-killed-by-critical-charge" by a "Thunder Beast". Most dangerous monster ever for him. Even today, we could say, "oh, look, a Thunder Beast", and the Ranger would run away... :)
 

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beholdsa said:
Critical hit tables. I like things like hacked off hands and bleeding spleens.

The most hysterical critical hit table I've ever seen is in the Arduin Grimoire RPG.

Here are two, and I quote, possible results (I'm serious):


-Buttocks torn off, Fall, SHOCK

-Head pulped and splattered over a wide area



While amusing, I'm generally against critical tables.
 

Cadfan said:
5) It doesn't promise you a critical, then take it away through something like a failed roll to confirm.

I'm all behind the 4e critical mechanic because it gets rid of the mentality of the 3rd edition is trying to take a crit away from you. Rolling a critical threat is not a critical, it's part one of determining whether a hit is a critical. By having a threat range and confirmation in 3rd edition it allowed criticals to happen more often. (18-20 crit range + 50% chance to confirm = 7.5% critical chance compared to a 4e flat 5% chance no matter who you're fighting. 19-20 crit range + 75% chance to confirm = 7.5% critical chance.)

It's a false user premise that creates that disappointment, not an intrinsic error with the system.

4e's system is good because it solves a lot of problems at once. It gets rid of the disappointment due to a false premise. It gets rid of super hits on players. It keeps super hits for players due to the fact that players will have magical weapons while many enemies will not. And it allows for further mechanics on top of that such as the high crit property to get even bigger hits.

I do, though, still see a problem with the critical hits as presented, that the 3rd edition system did solve. When the only thing that can hit you is a natural 20, it's either a crit or miss situation, which is a rather far stretch of the imagination.

The only people I can really see being disappointed with the system are those that don't want to change, or those who like varying random effects on criticals. And even then, those who like varying effects on criticals still have their critical hit charts/decks to use.
 

Sphyre said:
The only people I can really see being disappointed with the system are those that don't want to change, or those who like varying random effects on criticals.

Or those who still miss the 3.0 critical threat ranges of 12-20…
 

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