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DM's no longer getting crits on PC's
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<blockquote data-quote="OB1" data-source="post: 8760075" data-attributes="member: 6796241"><p>You're right, rogues don't need it every round, but it sure is nice to have when you need it. In the playtest with my group, the Rogue used Inspiration twice in 2 sessions to get a sneak attack he wouldn't have otherwise, thereby transferring the crit damage lost in the moment to another moment. How many times in your sessions does the Rogue end up going first, but can't get sneak attack because no allies are in place? With inspiration from a Nat20, they now can.</p><p></p><p>Warlocks losing the potential of a huge hit? An additional 1d10 damage every 20 attacks? Ranger even more so, an additional 1d6 every 20 attacks? What's so huge about those numbers?</p><p></p><p>Again, regarding the Paladin, if you're holding back smites waiting for a crit, and take a long rest with even 1 slot left because of it, you've left all that damage on the table by not smiting on a regular attack. The exact same damage you would have added with a crit. </p><p></p><p>I agree that monsters Criting is an event. If the new ruleset doesn't add some type of inspiration feature (or recharge feature) for monsters, I'll likely add it myself. I think an Adult Red Dragon recharging it's breath weapon when it nat20's on a legendary action is far more terrifying to the party than getting a couple extra die of damage. And while I used something from Spelljammer to illustrate the point, I could pick any number of monsters from MotM that have the same type of adjustment from the 2014 MM. And of course, we'll be getting a new MM in 2024 that will also be in the new style.</p><p></p><p>The Paladin and Rogue in my group did not like the rules when they heard them. After playing with them, they loved them so much that we've decided to permanently adopt them. It feels fun. Every Nat20 (not just the attacks) are an event now. The party is spending inspiration more freely, and combining it with their class features for maximum effect. Monsters are having big damage swings from round to round because of the new damage ranges, making every attack as scary as a crit is with MM monsters.</p></blockquote><p></p>
[QUOTE="OB1, post: 8760075, member: 6796241"] You're right, rogues don't need it every round, but it sure is nice to have when you need it. In the playtest with my group, the Rogue used Inspiration twice in 2 sessions to get a sneak attack he wouldn't have otherwise, thereby transferring the crit damage lost in the moment to another moment. How many times in your sessions does the Rogue end up going first, but can't get sneak attack because no allies are in place? With inspiration from a Nat20, they now can. Warlocks losing the potential of a huge hit? An additional 1d10 damage every 20 attacks? Ranger even more so, an additional 1d6 every 20 attacks? What's so huge about those numbers? Again, regarding the Paladin, if you're holding back smites waiting for a crit, and take a long rest with even 1 slot left because of it, you've left all that damage on the table by not smiting on a regular attack. The exact same damage you would have added with a crit. I agree that monsters Criting is an event. If the new ruleset doesn't add some type of inspiration feature (or recharge feature) for monsters, I'll likely add it myself. I think an Adult Red Dragon recharging it's breath weapon when it nat20's on a legendary action is far more terrifying to the party than getting a couple extra die of damage. And while I used something from Spelljammer to illustrate the point, I could pick any number of monsters from MotM that have the same type of adjustment from the 2014 MM. And of course, we'll be getting a new MM in 2024 that will also be in the new style. The Paladin and Rogue in my group did not like the rules when they heard them. After playing with them, they loved them so much that we've decided to permanently adopt them. It feels fun. Every Nat20 (not just the attacks) are an event now. The party is spending inspiration more freely, and combining it with their class features for maximum effect. Monsters are having big damage swings from round to round because of the new damage ranges, making every attack as scary as a crit is with MM monsters. [/QUOTE]
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