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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Critical Threats and Confirmation Rolls
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<blockquote data-quote="Grail Quest" data-source="post: 1791720" data-attributes="member: 21364"><p>IMO, the question is really one of Campaign Tone. Do you want Gritty and realistic, or do you want Heroic and Campy?</p><p>Campaign Tone really determines a lot of such things, and I really wonder why RPGs don't address it more.</p><p></p><p>About your question specifically:</p><p></p><p>Forcing confirmation of a crit is actually important if:</p><p>(a) You want to reduce the chance of a crit from an average of 5-10% to 1% to 2.5%. This moves the game toward a less chancy environment... It is the "standard" d20 game world. But is it the game world that _you_ want? If you want something more campy, maybe it's not. If you want combat to be deadly serious stuff, maybe it's not.</p><p></p><p>Something I do in medium-serious games (not too campy, not too gritty) is to change to rolling 2d10 in lieu of 1d20. 2d10 gives a bit of a bell curve, and the extreme values are much harder to hit. The chance of getting a 19-20 on 2d10 is ~3%, so there's no confirmation roll.</p><p>There are, however, other consequences of using 2d10. But what it generally means is that luck means less, skill means more. If you want even less chance to factor into the game, switch to 3d6, with critical success being a natural roll of 18 (0.46% chance).</p><p></p><p>(b) Someone has a feat that waives the critical hit confirmation. If you do not waive the critical confirmation roll, it means that the person with this feat has lost the key advantage of getting criticals 10x to 20x more.</p><p>If you go with rolling 2d10 and no confirmation, give them an extra 1 point to the threat range. Don't worry too much about exact numbers.</p><p></p><p>My full house rules, free-to-download, and constantly refined, are at: <a href="http://www.freewebs.com/d20elements" target="_blank">www.freewebs.com/d20elements</a></p></blockquote><p></p>
[QUOTE="Grail Quest, post: 1791720, member: 21364"] IMO, the question is really one of Campaign Tone. Do you want Gritty and realistic, or do you want Heroic and Campy? Campaign Tone really determines a lot of such things, and I really wonder why RPGs don't address it more. About your question specifically: Forcing confirmation of a crit is actually important if: (a) You want to reduce the chance of a crit from an average of 5-10% to 1% to 2.5%. This moves the game toward a less chancy environment... It is the "standard" d20 game world. But is it the game world that _you_ want? If you want something more campy, maybe it's not. If you want combat to be deadly serious stuff, maybe it's not. Something I do in medium-serious games (not too campy, not too gritty) is to change to rolling 2d10 in lieu of 1d20. 2d10 gives a bit of a bell curve, and the extreme values are much harder to hit. The chance of getting a 19-20 on 2d10 is ~3%, so there's no confirmation roll. There are, however, other consequences of using 2d10. But what it generally means is that luck means less, skill means more. If you want even less chance to factor into the game, switch to 3d6, with critical success being a natural roll of 18 (0.46% chance). (b) Someone has a feat that waives the critical hit confirmation. If you do not waive the critical confirmation roll, it means that the person with this feat has lost the key advantage of getting criticals 10x to 20x more. If you go with rolling 2d10 and no confirmation, give them an extra 1 point to the threat range. Don't worry too much about exact numbers. My full house rules, free-to-download, and constantly refined, are at: [url]www.freewebs.com/d20elements[/url] [/QUOTE]
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