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<blockquote data-quote="Fanaelialae" data-source="post: 5845743" data-attributes="member: 53980"><p>I'd say (IMO) that maximized crits are necessary but not sufficient in themselves. Of course, the poll names 4e for the maximized approach, which uses maximum plus extra for almost the entire span of the game (as soon as you acquire magical weapons, or immediately if you have High Crit).</p><p></p><p>As to your objection that this only occurs with weak combatants, not so. 1d12+8 isn't weak. Yet a minimum roll (9), doubled is 18. The maximum non-crit of 1d12+8, however, is 20. I don't have a problem with rolling a 1 for damage on a (non-crit) nat 19, but I think a crit should be special. It should never be a let down. Maximum damage guarantees that, because it's still pretty exciting to roll max damage for a regular hit. Getting that on a crit should be the least a crit can do.</p><p></p><p>Multipliers add too much swing to the game. The comparison to SoD is misleading. SoD can be easily made modular through several approaches. Making a crit multiplier the default makes it much harder to remove from the system cleanly. Not everyone wants SoD in their game, so having a crit system that is effectively an equivalent would be a bad design move.</p><p></p><p>Also, the 4e approach allows a much smoother, graduated increase than multipliers allow for. A system with multipliers jumps. You have x2, and the smallest incremental increase after that is x3, then x4, and so on. The only other means to increase the crit is to increase normal damage dealt (not always desirable). The max+ approach allows you to increment it at any rate you choose. You still get a bigger crit if you increment normal damage, but if you want to increment just crit damage you can add +1 (or +1d6, or +1000d10) damage just to crits. Especially if the crit adds dice, you can still get the excitement of rolling a high crit (rolling high on your crit dice) but without the disappointment of a crit that's not really a crit (because you're always guaranteed to do more than a regular hit).</p><p></p><p>Yeah, you're right, I would not like a rogue who crits on a 2+. I think making them too common cheapens crits. It takes the excitement out of them when crits are almost as common or more common than regular hits. I'm of the opinion that crits should be special.</p><p></p><p>Indeed, here's to hope!</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5845743, member: 53980"] I'd say (IMO) that maximized crits are necessary but not sufficient in themselves. Of course, the poll names 4e for the maximized approach, which uses maximum plus extra for almost the entire span of the game (as soon as you acquire magical weapons, or immediately if you have High Crit). As to your objection that this only occurs with weak combatants, not so. 1d12+8 isn't weak. Yet a minimum roll (9), doubled is 18. The maximum non-crit of 1d12+8, however, is 20. I don't have a problem with rolling a 1 for damage on a (non-crit) nat 19, but I think a crit should be special. It should never be a let down. Maximum damage guarantees that, because it's still pretty exciting to roll max damage for a regular hit. Getting that on a crit should be the least a crit can do. Multipliers add too much swing to the game. The comparison to SoD is misleading. SoD can be easily made modular through several approaches. Making a crit multiplier the default makes it much harder to remove from the system cleanly. Not everyone wants SoD in their game, so having a crit system that is effectively an equivalent would be a bad design move. Also, the 4e approach allows a much smoother, graduated increase than multipliers allow for. A system with multipliers jumps. You have x2, and the smallest incremental increase after that is x3, then x4, and so on. The only other means to increase the crit is to increase normal damage dealt (not always desirable). The max+ approach allows you to increment it at any rate you choose. You still get a bigger crit if you increment normal damage, but if you want to increment just crit damage you can add +1 (or +1d6, or +1000d10) damage just to crits. Especially if the crit adds dice, you can still get the excitement of rolling a high crit (rolling high on your crit dice) but without the disappointment of a crit that's not really a crit (because you're always guaranteed to do more than a regular hit). Yeah, you're right, I would not like a rogue who crits on a 2+. I think making them too common cheapens crits. It takes the excitement out of them when crits are almost as common or more common than regular hits. I'm of the opinion that crits should be special. Indeed, here's to hope! [/QUOTE]
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