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<blockquote data-quote="Philotomy Jurament" data-source="post: 3666994" data-attributes="member: 20854"><p>I don't like damage multipliers for crits, for a couple of reasons. One is the crazy-high damage that's possible. The other is that sometimes you get a crit and then roll really crappy damage. </p><p></p><p>I prefer "crits do maximum (normal) damage." So if you normally do 1-6 points, a critical does 6 points: it was your "best shot." You're not outside the normal range of damage, it was just a really good hit. A critical failure allows one free attack from your enemy, or "something bad" at the DM's option (e.g. drop your weapon, et cetera).</p><p></p><p>(Actually, one could argue that "critical hits" shouldn't be based on the "to hit" roll at all, because what *really* determines how good you did is your damage roll. Thus, critical hits should be damage-roll based. So if it's 1-6, then a 6 is a critical hit. "Exploding dice" could also be used in this kind of concept, but it would work best if there was a standard 'damage die' type, rather than variable types -- otherwise the chance to 'explode' could vary a lot.)</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3666994, member: 20854"] I don't like damage multipliers for crits, for a couple of reasons. One is the crazy-high damage that's possible. The other is that sometimes you get a crit and then roll really crappy damage. I prefer "crits do maximum (normal) damage." So if you normally do 1-6 points, a critical does 6 points: it was your "best shot." You're not outside the normal range of damage, it was just a really good hit. A critical failure allows one free attack from your enemy, or "something bad" at the DM's option (e.g. drop your weapon, et cetera). (Actually, one could argue that "critical hits" shouldn't be based on the "to hit" roll at all, because what *really* determines how good you did is your damage roll. Thus, critical hits should be damage-roll based. So if it's 1-6, then a 6 is a critical hit. "Exploding dice" could also be used in this kind of concept, but it would work best if there was a standard 'damage die' type, rather than variable types -- otherwise the chance to 'explode' could vary a lot.) [/QUOTE]
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