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<blockquote data-quote="Ahnehnois" data-source="post: 5844294" data-attributes="member: 17106"><p>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.</p><p></p><p>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.</p><p></p><p>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 <em>never</em> does more damage than you could have gotten without a crit.</p><p></p><p>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.</p><p></p><p>I thought the proposed mixed system wasn't bad at all.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5844294, member: 17106"] 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. 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 [I]never[/I] does more damage than you could have gotten without a crit. 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 thought the proposed mixed system wasn't bad at all. [/QUOTE]
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