Easy one, I promise

jgbrowning said:
If all the weapons are supposed to have the same effectiveness why not just make them the same. All martial weapons do X, all simple weapons do X etc.?

They *are* roughly the same. The rapier trades base damage dice for an expanded crit range. The battleaxe trades crit range for an expanded crit multiplier.

Basically, you're asking someone whether they want to crit slightly more often, normally with more average damage, or crit harder but less often.
 

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and if they are roughly the same then having stacking verse non stacking keen and improved critical should not be a factor.
 

Crothian said:
and if they are roughly the same then having stacking verse non stacking keen and improved critical should not be a factor.

Except that it is a factor, of course, because they are roughly the same so long as the two stack.

When they no longer stack, they are no longer roughly the same.

Choosing a rapier over a longsword - or a falchion over a greatsword - is then a mechanically inferior choice.
 

I hadn't actually looked at the numbers before. Having read skr's rant on it, I gotta agree with him. Having had a high-threat-range pc in my campaign during 3.0 and over into 3.5, I have to say that I don't think a threat range of 12-20 was overwhelming.

On the other hand, I did once design a monster whose threat range was 6-20 in 3.0.
 




brehobit said:
On this topic, Is there some feat/weapon ability/something else that can increase the multiplier of a critical?
Multiplier? Deepwood Sniper (Masters of the Wild), an Oathbow.

Threat range? Weapon Master/Kensei (Sword & Fist/OA).
 
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the Jester said:
I hadn't actually looked at the numbers before. Having read skr's rant on it, I gotta agree with him. Having had a high-threat-range pc in my campaign during 3.0 and over into 3.5, I have to say that I don't think a threat range of 12-20 was overwhelming.

On the other hand, I did once design a monster whose threat range was 6-20 in 3.0.

I'm not sure that the problems with the stacking crit ranges is due to a straight up damage comparison (and I don't remember SKR going down this road), but instead due to certain magic items that activate on a crit - nine lives stealer, sword of life stealing, etc. That's where it starts getting nasty.
 

Doesn't it bothers anyone that this improvement in threat range is not calculated like 2 number sis a dobule threat then you double it for a rtiple, thus 18-20?

it always bugged me... maybe i will house rule, that and to allow improved critical to stack with other effects.
 

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