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Critical Hits - why, and why not?
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<blockquote data-quote="Lanefan" data-source="post: 6678074" data-attributes="member: 29398"><p>True, but I feel a simple system is worth it.</p><p></p><p>Ah, didn't realize you were coming at it from a 3e base. I'm coming from a 1e base, if it helps clarify anything.</p><p></p><p>That 11th-level Fighter is in mild trouble only if she gets a very poor initiative score in the second round; in 1e the run-of-the-mill Kobold is less than 1 HD meaning that Fighter's going to get her two (maybe three if you're using specialization) attacks in the first round after which she's going to open up with one attack per level per round - that's 11 attacks per round assuming she can even reach that many Kobolds!</p><p></p><p>That said, in my view a swarm of 100 Kobolds vs. a single 11th-level Fighter should present a real serious threat to said Fighter...serious enough that if she just stands in and whales away there's a very high chance she'll get roughed up, with death a distinct possibility*. However, chances are said Fighter is travelling with some other characters with different skills who can help out some. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>* - also note in 1e even a natural 20 doesn't guarantee a hit; if Ms. Fighty's AC is good enough she might, by RAW, be effectively immune to their attacks...in which case there's no real threat at all.</p><p></p><p>Depends what the fumble causes. If she merely nicks herself or twists her knee for a couple of points damage (probably the most commn result) no big deal, ditto if she stumbles and gives her foe(s) a free shot. But if she drops her weapon (or worse, manages to throw it away) that might be more of a headache...though an 11th-level Fighter is bound to have a few backup weapons to hand.</p><p></p><p>For me, the character comes from its personality to begin with; I worry about background etc. once he or she has lasted long enough to become relevant. (note that I tend to play many of my characters straight into their graves, I'm kind of high-risk high-reward that way)</p><p></p><p>A fumble can sometimes break a weapon, and I've seen some pretty high-end magic weapons roll a '1' on their save over the years. But my games tend to be pretty high in their magic content, running very much on an "easy come, easy go" ideal. (example: carried and-or worn items all have to save for themselves if the character fails a save vs. area damage e.g. fireball, ice storm, etc., obviously this holds true for the opponents as well)</p><p></p><p>To me that just makes it more satisfying when one *does* last and become a star.</p><p></p><p>Actual players, yes - in a mechanics-driven system such as 3e players seem to spend far more time looking at their character sheets than in a less-mechanical system like 1e (or simplified 5e?). Characters? From my own experience it doesn't seem to make much difference...maybe it's just the players I run with. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I don't at all mind a swashbuckling sort of feel but at the same time I don't want guaranteed success (or guaranteed failure) because that *would* change character behavior...same as if they somehow knew they couldn't die (and there's DMs out there who do this)...the ridiculous would become commonplace.</p><p></p><p>All the better to be able to pull off that incredible swashbuckling move despite the known (and maybe unknown) risks. Yes, you might pull off that daring chandelier swing and get to the door before Dr. Dastardly runs off with the fair damsel...or you might make a meal of it and end up on the floor. Again - high risk, high reward.</p><p></p><p>Lan-"if I'm gonna swing from that chandelier in all this armour it had better be held to the ceiling with anchor chain"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6678074, member: 29398"] True, but I feel a simple system is worth it. Ah, didn't realize you were coming at it from a 3e base. I'm coming from a 1e base, if it helps clarify anything. That 11th-level Fighter is in mild trouble only if she gets a very poor initiative score in the second round; in 1e the run-of-the-mill Kobold is less than 1 HD meaning that Fighter's going to get her two (maybe three if you're using specialization) attacks in the first round after which she's going to open up with one attack per level per round - that's 11 attacks per round assuming she can even reach that many Kobolds! That said, in my view a swarm of 100 Kobolds vs. a single 11th-level Fighter should present a real serious threat to said Fighter...serious enough that if she just stands in and whales away there's a very high chance she'll get roughed up, with death a distinct possibility*. However, chances are said Fighter is travelling with some other characters with different skills who can help out some. :) * - also note in 1e even a natural 20 doesn't guarantee a hit; if Ms. Fighty's AC is good enough she might, by RAW, be effectively immune to their attacks...in which case there's no real threat at all. Depends what the fumble causes. If she merely nicks herself or twists her knee for a couple of points damage (probably the most commn result) no big deal, ditto if she stumbles and gives her foe(s) a free shot. But if she drops her weapon (or worse, manages to throw it away) that might be more of a headache...though an 11th-level Fighter is bound to have a few backup weapons to hand. For me, the character comes from its personality to begin with; I worry about background etc. once he or she has lasted long enough to become relevant. (note that I tend to play many of my characters straight into their graves, I'm kind of high-risk high-reward that way) A fumble can sometimes break a weapon, and I've seen some pretty high-end magic weapons roll a '1' on their save over the years. But my games tend to be pretty high in their magic content, running very much on an "easy come, easy go" ideal. (example: carried and-or worn items all have to save for themselves if the character fails a save vs. area damage e.g. fireball, ice storm, etc., obviously this holds true for the opponents as well) To me that just makes it more satisfying when one *does* last and become a star. Actual players, yes - in a mechanics-driven system such as 3e players seem to spend far more time looking at their character sheets than in a less-mechanical system like 1e (or simplified 5e?). Characters? From my own experience it doesn't seem to make much difference...maybe it's just the players I run with. :) I don't at all mind a swashbuckling sort of feel but at the same time I don't want guaranteed success (or guaranteed failure) because that *would* change character behavior...same as if they somehow knew they couldn't die (and there's DMs out there who do this)...the ridiculous would become commonplace. All the better to be able to pull off that incredible swashbuckling move despite the known (and maybe unknown) risks. Yes, you might pull off that daring chandelier swing and get to the door before Dr. Dastardly runs off with the fair damsel...or you might make a meal of it and end up on the floor. Again - high risk, high reward. Lan-"if I'm gonna swing from that chandelier in all this armour it had better be held to the ceiling with anchor chain"-efan [/QUOTE]
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