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DM's no longer getting crits on PC's
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<blockquote data-quote="OB1" data-source="post: 8759684" data-attributes="member: 6796241"><p>[USER=7035894]@Clint_L[/USER] keep in mind that the new CritHit rules aren't a nerf to everyone. Barbarians, Fighters and Monks see no difference with the new rules. They also gain inspiration from a Crit, which is a power bump.</p><p></p><p>For most other classes the benefit of inspiration outweighs what they are losing from Crits. Clerics, Druids, Rangers and Bards, for example, only have a couple of spells each that can benefit from the old crit rules. Artificers, Sorcerers, and Wizards lose a bit (especially from cantrips) but also gain by being able to hit more reliably with spell slots that require an attack roll by using inspiration.</p><p></p><p>Warlocks will see a reduction in Eldritch Blast (0.25 per attack), but again, get the benefit of Inspiration. And that's assuming that they don't get an exception to the general rule in a new class feature.</p><p></p><p>Rogues are trickier, as you have to weigh the lost sneak attack damage against the ability to gain sneak attack without using a bonus action. In play, I've seen our Rogue twice in two sessions use inspiration after disengaging from an enemy to get sneak attack on them, thus getting the 'lost' damage from the initial crit back on the second attack. And again, we don't know if there will be an exception written into the new Rogue Sneak Attack feature that will allow them to either double that damage on a crit, or give them some other bonus. I'm guessing they will.</p><p></p><p>As for Paladins, they definitely got their Nova damage nerfed (some may say that's a good thing) but hitting more reliably allows them to smite more often. And keep in mind that every smite not used because it's being saved for a crit is lost damage equal to a crit. </p><p></p><p>And finally for Monsters, the new approach is to have a wider damage range be the driver of randomness in combat rather than relying on Crits to provide those swings. Take a MM CR3 Bugbear Chief. Each of it's hits can do between 5 and 19 damage (spiking to 35 on a crit). The Spelljammer CR3 Astral Elf Warrior, on the other hand, does between 5 and 29 damage on each hit. By building damage spikes into the regular attack, instead of relying on Crits to get those spikes, each hit by an enemy has the potential for a scary swing in momentum, not just the ones that happen after a Crit.</p></blockquote><p></p>
[QUOTE="OB1, post: 8759684, member: 6796241"] [USER=7035894]@Clint_L[/USER] keep in mind that the new CritHit rules aren't a nerf to everyone. Barbarians, Fighters and Monks see no difference with the new rules. They also gain inspiration from a Crit, which is a power bump. For most other classes the benefit of inspiration outweighs what they are losing from Crits. Clerics, Druids, Rangers and Bards, for example, only have a couple of spells each that can benefit from the old crit rules. Artificers, Sorcerers, and Wizards lose a bit (especially from cantrips) but also gain by being able to hit more reliably with spell slots that require an attack roll by using inspiration. Warlocks will see a reduction in Eldritch Blast (0.25 per attack), but again, get the benefit of Inspiration. And that's assuming that they don't get an exception to the general rule in a new class feature. Rogues are trickier, as you have to weigh the lost sneak attack damage against the ability to gain sneak attack without using a bonus action. In play, I've seen our Rogue twice in two sessions use inspiration after disengaging from an enemy to get sneak attack on them, thus getting the 'lost' damage from the initial crit back on the second attack. And again, we don't know if there will be an exception written into the new Rogue Sneak Attack feature that will allow them to either double that damage on a crit, or give them some other bonus. I'm guessing they will. As for Paladins, they definitely got their Nova damage nerfed (some may say that's a good thing) but hitting more reliably allows them to smite more often. And keep in mind that every smite not used because it's being saved for a crit is lost damage equal to a crit. And finally for Monsters, the new approach is to have a wider damage range be the driver of randomness in combat rather than relying on Crits to provide those swings. Take a MM CR3 Bugbear Chief. Each of it's hits can do between 5 and 19 damage (spiking to 35 on a crit). The Spelljammer CR3 Astral Elf Warrior, on the other hand, does between 5 and 29 damage on each hit. By building damage spikes into the regular attack, instead of relying on Crits to get those spikes, each hit by an enemy has the potential for a scary swing in momentum, not just the ones that happen after a Crit. [/QUOTE]
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