Ahnehnois
First Post
Like I said, I don't really care if the low-damage characters have weak crits occasionally. I've never had a player complain about that. If you roll two large dice and roll low, it feels like you deserve low damage. That said, a good fighter or barbarian will have a damage modifier equal to or greater than than the dice of his weapon by the time the wizard starts fireballing, and they are the ones who roll the most attacks (and therefore who the crit system is really for).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).
Disintegrate isn't really the main thing crits should be designed around, but realistically 3.X disintegrate rolls so many dice that the odds of a crit being worse than a normal hit are infinitessimal.
In a broader sense, damage in D&D is always random, non-d20, and dissociated from attack. Even independent of crits, you can roll a 19 on your attack and a 1 on damage. That is a bit of a downer, but the occasional bad roll is part of the drama of the game.
So basically, what you're saying is that maxing the damage is not (by itself) sufficient. You're also saying something that wasn't in the original poll options. So basically, we agree on this.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.
Multipliers are swingy. Swingy is not necessarily a bad thing. It makes combat exciting and scary and pushes balance towards people who are using weapons and using them well (casters are almost always 20, x2). Being killed by a "cheap" crit is really no worse than an SoD (which is of course it's own issue).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.
I'm guessing you wouldn't like my rogue revision that makes sneak attack into an improved threat range. My rogue maxes out at critting on a 2 when they've lost dex to AC (with a keen rapier and improved crit) and having +2 to crit multiplier, and a little bonus damage. It makes rogues really scary (and takes away the halfling stabbing you in the eye for 10d6 damage factor).
I think altered crit parameters should be common among skilled characters, and are one significant way of balancing the non-casters.
Those aren't bad, but I don't think they replace the power or flexibility of crit-based properties. I'd be happy to see additional variables like these add to the diversity of weapons or combat styles.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.
This may be an area where a combined system can satisfy a lot of people. Here's to hope.That's good hear. At least we can both agree on that! Perhaps there's hope for DDN after all!![]()