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Critical Hits - why, and why not?
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<blockquote data-quote="N'raac" data-source="post: 6678549" data-attributes="member: 6681948"><p>It wasn't - not really germane to the initial point that players often look for the spell or magic item that will resolve the problem, without considering more mundane solutions that use brain power and are not specifically written up in the rule books.</p><p></p><p></p><p></p><p>If character lifespans are short, it often does not grow, but likely does not need to. If they are longer, often the character still does not grow, but clings to initial quirks despite all experience to the contrary. After years of adventuring with an Elven warrior, with each saving the other's life a dozen times over, the Dwarf still clings to the "all elves are effeminate girly-men" quirk he opened his in-game appearances in, for example.</p><p></p><p></p><p></p><p>If the characters have short lifespans, quickly cut off, the potential of the character does not get played out, so the player keeps bringing the same personality back in new bodies, hoping to actually play out this character. Or just reaches the point of "why bother imbuing the character with any real personality - he won't likely live long enough to matter", and we get the classic "character personality designed to let me do whatever seems most advantageous at the time".</p><p></p><p></p><p></p><p>Again, requiring they live long enough to have that rivalry build up. In the source material, this tends to happen. With swingy combats, not so much. </p><p></p><p>I'm not sure your critical/fumble system has the extreme effect others have complained of (or are looking for) upthread, but assuming that 8,9,10 multiple means x2, x3, x4, it seems like 1 attack in 200 will be devastating, especially if the initial damage started out high. But in 1e, base damage tends to be pretty low - a 6th level character hit for 3 - 12 x 4 (average 30) is probably hurt, but "dead" isn't too likely. Make it a CR6 Ettin in 3e, 2d6+6 x 4 averaging 52, and death seems more likely. Your fumble system sounds designed more for momentary inconvenience than deadly results as well (as opposed to the "hit friend for full damage" model). The less extreme results will carry less extreme effects on player actions.</p><p></p><p></p><p></p><p>It can, actually. Some of this, at least to me, is a carrythrough of the player actually 'hearing' how his character sounds - literally finding his voice, Accent, tone, pace of speech, word choice, etc. If your character is excitable, talking fast, waving your arms in the air and quickly walking back and forth by the table conveys that a lot better than calmly speaking from your chair in a monotone!</p></blockquote><p></p>
[QUOTE="N'raac, post: 6678549, member: 6681948"] It wasn't - not really germane to the initial point that players often look for the spell or magic item that will resolve the problem, without considering more mundane solutions that use brain power and are not specifically written up in the rule books. If character lifespans are short, it often does not grow, but likely does not need to. If they are longer, often the character still does not grow, but clings to initial quirks despite all experience to the contrary. After years of adventuring with an Elven warrior, with each saving the other's life a dozen times over, the Dwarf still clings to the "all elves are effeminate girly-men" quirk he opened his in-game appearances in, for example. If the characters have short lifespans, quickly cut off, the potential of the character does not get played out, so the player keeps bringing the same personality back in new bodies, hoping to actually play out this character. Or just reaches the point of "why bother imbuing the character with any real personality - he won't likely live long enough to matter", and we get the classic "character personality designed to let me do whatever seems most advantageous at the time". Again, requiring they live long enough to have that rivalry build up. In the source material, this tends to happen. With swingy combats, not so much. I'm not sure your critical/fumble system has the extreme effect others have complained of (or are looking for) upthread, but assuming that 8,9,10 multiple means x2, x3, x4, it seems like 1 attack in 200 will be devastating, especially if the initial damage started out high. But in 1e, base damage tends to be pretty low - a 6th level character hit for 3 - 12 x 4 (average 30) is probably hurt, but "dead" isn't too likely. Make it a CR6 Ettin in 3e, 2d6+6 x 4 averaging 52, and death seems more likely. Your fumble system sounds designed more for momentary inconvenience than deadly results as well (as opposed to the "hit friend for full damage" model). The less extreme results will carry less extreme effects on player actions. It can, actually. Some of this, at least to me, is a carrythrough of the player actually 'hearing' how his character sounds - literally finding his voice, Accent, tone, pace of speech, word choice, etc. If your character is excitable, talking fast, waving your arms in the air and quickly walking back and forth by the table conveys that a lot better than calmly speaking from your chair in a monotone! [/QUOTE]
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Critical Hits - why, and why not?
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