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Critical Hits: What's Best?
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<blockquote data-quote="Anthtriel" data-source="post: 3982059" data-attributes="member: 13764"><p>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."?</p><p></p><p></p><p>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.</p><p></p><p>Criticals also get more boring as a result, which is probably why the designers will compensate with magical items or abilities that do extra damage or effects on criticals. Hopefully that will be mostly confined to PCs, because if isn't, then we get the same problem in a new coat.</p><p></p><p></p><p>As for confirmation rolls to assure that PCs don't get hit critically by mooks: We have yet to see how monsters will be balanced against PCs. 3.X had mooks that only hit PCs on 19s or 20s, but that doesn't mean 4E mooks will be the same. In fact, with the minion / normal / elite / solo system, I'm under the impression that 4E will try to move away from the idea of balancing PCs against hordes of lower leveled monsters. If you can pit the 5th level characters against 8 level 5 minion monsters, you don't need to pit them against 8 level 3 monsters.</p></blockquote><p></p>
[QUOTE="Anthtriel, post: 3982059, member: 13764"] 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."? 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. Criticals also get more boring as a result, which is probably why the designers will compensate with magical items or abilities that do extra damage or effects on criticals. Hopefully that will be mostly confined to PCs, because if isn't, then we get the same problem in a new coat. As for confirmation rolls to assure that PCs don't get hit critically by mooks: We have yet to see how monsters will be balanced against PCs. 3.X had mooks that only hit PCs on 19s or 20s, but that doesn't mean 4E mooks will be the same. In fact, with the minion / normal / elite / solo system, I'm under the impression that 4E will try to move away from the idea of balancing PCs against hordes of lower leveled monsters. If you can pit the 5th level characters against 8 level 5 minion monsters, you don't need to pit them against 8 level 3 monsters. [/QUOTE]
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