Inari
First Post
I'm not a big fan of changing dice types. I know that 2d4 are better than d8 (5 average instead of 4,5) but many of my friends would much rather roll the worse d8, because 2d4 just always seems to get nothing special. You most of the time end up with the same result, which is often not so good (as I DM, I make unconciously all DCs need at least a 10 from the MOST skilled character, meaning that anyone other than the fighter needs at least a 12 to hit the creature, often even a 16).
My handle on critical hits has changed quite a bit over the last half-a-year. At first I just used the standard system, confirming critical hits but always making something bad happen on that one (I just thought something up). This was bad, because the bowstrings of the unluckiest archer I've met always snapped and the group started arguing. It was a fiasco. Later on I started using rules here and there about fumbling, but it always involved the 1, being a fumble.
Then I became smart, and stole the idea a DM of mine had. It involves "confirming" fumbles the same way a critical hit is confirmed. If the fumble is confirmed (hits) then it's just a miss. However
if it isn't confirmed, then I confirm with my current fumble chart. There are though a few variables, like for example if it resaults in a fumble on the fumble confirmation then it's a "double" fumble meaning that two fumble results are rolled instead of one. It it's a natural 20, nothing happens (unless a Void point is expanded (yes, it is a Rokugan campaign)) then it's a normal hit. All actual fumbles (thus not confirmed) draw at least an attack of oppertunity.
Speaking from past experience of being hard to understand, I'll give an example:
Average Joe here is a 5th level fighter. His attack bonus is: 5 (BaB) + 3 (str mod) + 1 (focus) + 1 (enchantment) giving him a total of +10 attack bonus. He also has an AC of 16. His current opponent is Sam the ninja who's AC is 25 and attack bonus +8 (ninjas are 1337, aren't they). On joe's round he strikes at Sam. The player then rolls a 1 - a fumble. He rolls again to confirm it. In order not to fumble, he'd have to roll a 15 or higher, thus beating Sam's AC. Joe rolls a 14, just barely not enough, and fumbles. He gets lucky on my fumble chart, and only draws an attack of oppertunity on him.
Sam rolls his AoO, and conviniently gets a 1. In order not to fumble, Sam would have to get a 8 or higher. He rolls, and gets a natural 20, using a void point to make it a normal hit. And thus, he ends Average Joe's life (ninjas are 1337, yes? That katana's 1d10 damage and deadly poison really does make a lovely pair).
Hope that helps.
My handle on critical hits has changed quite a bit over the last half-a-year. At first I just used the standard system, confirming critical hits but always making something bad happen on that one (I just thought something up). This was bad, because the bowstrings of the unluckiest archer I've met always snapped and the group started arguing. It was a fiasco. Later on I started using rules here and there about fumbling, but it always involved the 1, being a fumble.
Then I became smart, and stole the idea a DM of mine had. It involves "confirming" fumbles the same way a critical hit is confirmed. If the fumble is confirmed (hits) then it's just a miss. However

Speaking from past experience of being hard to understand, I'll give an example:
Average Joe here is a 5th level fighter. His attack bonus is: 5 (BaB) + 3 (str mod) + 1 (focus) + 1 (enchantment) giving him a total of +10 attack bonus. He also has an AC of 16. His current opponent is Sam the ninja who's AC is 25 and attack bonus +8 (ninjas are 1337, aren't they). On joe's round he strikes at Sam. The player then rolls a 1 - a fumble. He rolls again to confirm it. In order not to fumble, he'd have to roll a 15 or higher, thus beating Sam's AC. Joe rolls a 14, just barely not enough, and fumbles. He gets lucky on my fumble chart, and only draws an attack of oppertunity on him.
Sam rolls his AoO, and conviniently gets a 1. In order not to fumble, Sam would have to get a 8 or higher. He rolls, and gets a natural 20, using a void point to make it a normal hit. And thus, he ends Average Joe's life (ninjas are 1337, yes? That katana's 1d10 damage and deadly poison really does make a lovely pair).
Hope that helps.