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Critical Hits - why, and why not?
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<blockquote data-quote="N'raac" data-source="post: 6678956" data-attributes="member: 6681948"><p>That's what I'm looking for - some growth that maybe some elves, this one at least, is OK. Not "My character disrespects Elves. It was on my quirks when we started, and he can never grow beyond it." Well of course he can't - it's the only shred of personality he has!</p><p></p><p></p><p></p><p>I get back to the down side always being to the PCs. 1 attack in 200 will hit him for 4x damage. OK, if an average combat goes, say, 5 rounds, and he's always up there, every 40 combats will see quadruple damage inflicted on this character. Assuming it's one on one, not multiple attackers, of course. That will make it more frequent. But it is less frequent for the guys who aren't always out there in melee. Now, if Raise Dead and the like are readily available, death becomes an inconvenience rather than new character time, which also influence player behaviour.</p><p></p><p>As for the Fumble, it will take 12,000 attacks (1 in 20 x 1 in 6 x 1 in 100) on average to get a fumble that rolls any one specific percentage. So if our warrior fights for 5 rounds per combat on average (I remember 1e being quite a bit longer, but OK) with 3 attacks/2 rounds (not attained until higher levels in 1e, but offsets some of the understated rounds), that's 7 attacks per average combat, so over 1,700 before he gets that one specific fumble. But it will still come up eventually. At least it isn't automatic death, and if it is, off we go to the clerics.</p><p></p><p>In fact, reducing the results to dropped/damaged/broken equipment and hit points damage removes a lot of the worst extremes of many critical hit systems ("I go pick up my ear - I swear these tables are biased toward ears!")</p><p></p><p>Completely irrelevant, but I just noticed how close you are geographically. Victoria is a nice city.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6678956, member: 6681948"] That's what I'm looking for - some growth that maybe some elves, this one at least, is OK. Not "My character disrespects Elves. It was on my quirks when we started, and he can never grow beyond it." Well of course he can't - it's the only shred of personality he has! I get back to the down side always being to the PCs. 1 attack in 200 will hit him for 4x damage. OK, if an average combat goes, say, 5 rounds, and he's always up there, every 40 combats will see quadruple damage inflicted on this character. Assuming it's one on one, not multiple attackers, of course. That will make it more frequent. But it is less frequent for the guys who aren't always out there in melee. Now, if Raise Dead and the like are readily available, death becomes an inconvenience rather than new character time, which also influence player behaviour. As for the Fumble, it will take 12,000 attacks (1 in 20 x 1 in 6 x 1 in 100) on average to get a fumble that rolls any one specific percentage. So if our warrior fights for 5 rounds per combat on average (I remember 1e being quite a bit longer, but OK) with 3 attacks/2 rounds (not attained until higher levels in 1e, but offsets some of the understated rounds), that's 7 attacks per average combat, so over 1,700 before he gets that one specific fumble. But it will still come up eventually. At least it isn't automatic death, and if it is, off we go to the clerics. In fact, reducing the results to dropped/damaged/broken equipment and hit points damage removes a lot of the worst extremes of many critical hit systems ("I go pick up my ear - I swear these tables are biased toward ears!") Completely irrelevant, but I just noticed how close you are geographically. Victoria is a nice city. [/QUOTE]
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Critical Hits - why, and why not?
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