JustKim
First Post
There is already a statistical opposite to the critical hit. On a 1, you miss. On a 20 you deal double damage and on a 1 you deal none. Simple and effective. Consider:
- If a 1st level commoner has a 5% chance to wound himself in a 6 second period spent with weapon in hand, then a vanilla fighter has a 20% chance.
- If a vanilla fighter has a 20% chance to wound himself, then one with additional investment, training and magical aid has a 40% or higher chance to wound himself.
- Faced with multiple mooks who can only hit him on a natural 20, a character with multiple attacks poses greater risk to himself than his enemies do because he has the same chance to hit himself, and his own attacks will do more damage.
- If your confirmation system is a second natural 1, skill does not factor into the equation at all.
- If your confirmation system is a roll to hit the fumbler's AC, their skill is a direct factor in how badly they mangle themselves. Why is the fighter trying to gouge his eye out?
- If your confirmation system is a roll under the AC of the fumbler's target, iterative attacks become a liability.
- A 3th level fighter who rolls a critical fumble may do 2d6+6 damage to himself. A 3rd level wizard who rolls a critical fumble may do 4d6 damage to himself. That 3rd level wizard has 10 HP. He is now dead.
- Although wizards can utterly destroy themselves with ray spells, lightning bolts and fireballs pose no unusual risk because there is no attack roll involved. Explanation?
- Critical fumbles, by nature, bog down combat by intentionally throwing a wrench into the process. At higher levels when combat becomes much more complicated, critical fumbles further bog things down by occurring multiple times a round. The more dice you roll, the more ones you roll.