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<blockquote data-quote="Ahnehnois" data-source="post: 5845676" data-attributes="member: 17106"><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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).</p><p></p><p>I think altered crit parameters should be common among skilled characters, and are one significant way of balancing the non-casters.</p><p></p><p>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.</p><p></p><p></p><p></p><p>This may be an area where a combined system can satisfy a lot of people. Here's to hope.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5845676, member: 17106"] 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). 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. 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'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. This may be an area where a combined system can satisfy a lot of people. Here's to hope. [/QUOTE]
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