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Critical Hits: What's Best?
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<blockquote data-quote="Hussar" data-source="post: 3978368" data-attributes="member: 22779"><p><img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p>I suggest looking in your 3.5 DMG under variant rules for crits. Right there they talk about taking crits out of the system since it favours monsters more than PC's. </p><p></p><p>I'm not looking for "tame dice", but, there's a world of difference between whacking a PC every couple of sessions and having close fights. 3.5 combat is lethal. Extremely lethal. A given monster at a give CR can generally kill a given PC in one round. It usually takes max damage, but, it's usually possible. </p><p></p><p>Since you will make hundreds of attacks on the PC's over the course of a campaign, elements with a low probability will come up. Not often, but, they will come up. And, when they do, you kill a PC. Not because the PC was stupid or made a mistake. Entirely through normal play. </p><p></p><p>That, to me, means that "normal play" is a touch too lethal.</p><p></p><p></p><p></p><p></p><p>Umm, again, what? I did say that I had already seen calls to take crits out of the game years before 4e was announced. I hadn't done so, but, I had seen how lethal 3e was. This step is a good one IMO, because it retains the element of "YAY I GOT A 20" while not making crits so incredibly lethal.</p><p></p><p>Heck, crits allowed orcs to kill 3rd level PC's in one hit. That's not a good thing.</p><p></p><p></p><p></p><p>Well, I'm not the one who started the whole "good DM" thing, but, I would think that my opinion would be pretty obvious. To me, a good DM is one that doesn't cheat. The dice dictate the results of a given action. To over rule the dice means that I'm substituting my story for the one that the dice are telling. A good DM shouldn't do that. IMNSHO. Stories are what happens after the game, not before.</p><p></p><p>So, if that's true, then it might be an idea to round off the spikes a bit on things like crits where you have 1/2 CR creatures doing 45 points of damage randomly.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3978368, member: 22779"] :uhoh: I suggest looking in your 3.5 DMG under variant rules for crits. Right there they talk about taking crits out of the system since it favours monsters more than PC's. I'm not looking for "tame dice", but, there's a world of difference between whacking a PC every couple of sessions and having close fights. 3.5 combat is lethal. Extremely lethal. A given monster at a give CR can generally kill a given PC in one round. It usually takes max damage, but, it's usually possible. Since you will make hundreds of attacks on the PC's over the course of a campaign, elements with a low probability will come up. Not often, but, they will come up. And, when they do, you kill a PC. Not because the PC was stupid or made a mistake. Entirely through normal play. That, to me, means that "normal play" is a touch too lethal. Umm, again, what? I did say that I had already seen calls to take crits out of the game years before 4e was announced. I hadn't done so, but, I had seen how lethal 3e was. This step is a good one IMO, because it retains the element of "YAY I GOT A 20" while not making crits so incredibly lethal. Heck, crits allowed orcs to kill 3rd level PC's in one hit. That's not a good thing. Well, I'm not the one who started the whole "good DM" thing, but, I would think that my opinion would be pretty obvious. To me, a good DM is one that doesn't cheat. The dice dictate the results of a given action. To over rule the dice means that I'm substituting my story for the one that the dice are telling. A good DM shouldn't do that. IMNSHO. Stories are what happens after the game, not before. So, if that's true, then it might be an idea to round off the spikes a bit on things like crits where you have 1/2 CR creatures doing 45 points of damage randomly. [/QUOTE]
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Critical Hits: What's Best?
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