That's why I'm talking about the quality of damage as well. In a vp/wp system, for example, if you crit, you might roll low, but if some of that damage is wounds it's still more impactful than a normal hit.
Realistically, 1d8+1 is a pretty rare damage number. Typically, player characters have better strength than that (and hopefully other modifiers such as magic or PA kicking in pretty fast). The static damage *in general* outweighs the dice, so this scenario is pretty rare. Usually a double damage crit will be at least as good as max damage (let alone a triple or more damage crit). Moreover, the characters with damage mainly deriving from dice are going to be the weak combatants (wizards using crossbows, or kobolds using anything). Those characters don't deserve to do a lot of damage, and since there will more often be monsters than PCs in this boat, it's advantageous for the players to have damage multipliers.
1d8+1 isn't all that rare (for example, a 12 strength Weapon Finesse rogue in 3e, or a fighter with a strength of 16 or 17 in 1e/2e). Besides, the same argument could be made with 1d8+4 or 1d12+8. Both of those are also lower on a min roll, after doubling, than the max. Rolling minimum on a 1d8 or 1d12 isn't exactly a rare occurrence.
Also, there are a fair number of attacks that don't get a modifier at all. The 3.5 version of disintegrate is a prime example. Rolling low damage on a crit with that spell is lame (at least compared to what you could inflict with an average non-crit).
But let's ask the converse, when crits max the damage die. What if you roll a 2 on your attack roll, but your enemy has low AC and you hit anyway? You roll max damage. The next round, you roll a 20 and crit and deal...the same damage. How special is that crit? A crit isn't all that meaingful if it never does more damage than you could have gotten without a crit.
That's why the 4e way is that you get bonus dice on top of the max. High crit and magical damage bonuses all add dice. The only thing I think 4e could have done better in this respect would have been to grant an inherent crit bonus at 1st level.
Prior to 3e you had weapon speeds, which likely aren't coming back. Anyway, I'm not saying threat ranges/multipliers are the only way to differentiate weapons, merely that they are a very good way.
I don't think ranges/multipliers are a good way. Multipliers cause damage to get way out of hand. x2 isn't bad, but x3 and x4 make the game too swingy and luck based. Either you have to make PCs too tough, able to withstand at least 5 regular hits, or you end up with characters who get taken out by a lucky (cheap) shot before they can even act.
Ranges enable the above strategy and also cheapen crits (because, IMO, they make them too common). I'm not saying that we should never see a range of 19-20, but I don't think it should be common, and we definitely shouldn't see ranges of 12-20 ever again.
4e uses the properties High Crit (roll the weapon's damage die and add it to any crit) and Brutal (reroll the weapon's damage die if it is equal or below the brutal number). Those properties differentiate weapons too, but without making them one-shot kills.
I thought the proposed mixed system wasn't bad at all.
That's good hear. At least we can both agree on that! Perhaps there's hope for DDN after all!
