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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Falchion and improved critical
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<blockquote data-quote="ForceUser" data-source="post: 1814752" data-attributes="member: 2785"><p>For the last five months or so I've been playing a dwarven barbarian/fighter with a falchion and the improved critical feat. It's a groovy combo, but it doesn't break the game. First, you can't crit everything. Second, you only crit about 30% of the time, as was mentioned earlier in this thread. It's a <em>fun</em> combo, especially when you Power Attack a lot (2:1, of course) as my character does, but it's not especially game-winning. Third, at the levels you gain Improved Critical, mobility is beginning to become an issue for most melee characters, as is reach. It's rare that my character gets more than a single consecutive round of the full attack action, thus severely limiting his crit potential. After all, if you can't hit, you can't crit. Throw invisible foes, flying foes, foes with reach, foes with magic defenses such as <em>blur</em> or incorporealness, and foes who can't be criticaled anyway into the mix, and you've got a potpourri of reasons why Improved Critical is cool, fun, and extremely f*cking groovy every once in a while, but not especially powerful. Which is about right for a feat.</p><p></p><p>Incidentally, my falchion/crit guy also took Resounding Blow from the <em>Book of Exalted Deeds</em>. So when he forces a crit, his foe has to make a Will save or cower for a whole round. Happens even less often than a crit, naturally, but it's so <em>fun</em> when it does. Nothing like watching a fire giant cower before a dwarf! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ForceUser, post: 1814752, member: 2785"] For the last five months or so I've been playing a dwarven barbarian/fighter with a falchion and the improved critical feat. It's a groovy combo, but it doesn't break the game. First, you can't crit everything. Second, you only crit about 30% of the time, as was mentioned earlier in this thread. It's a [i]fun[/i] combo, especially when you Power Attack a lot (2:1, of course) as my character does, but it's not especially game-winning. Third, at the levels you gain Improved Critical, mobility is beginning to become an issue for most melee characters, as is reach. It's rare that my character gets more than a single consecutive round of the full attack action, thus severely limiting his crit potential. After all, if you can't hit, you can't crit. Throw invisible foes, flying foes, foes with reach, foes with magic defenses such as [i]blur[/i] or incorporealness, and foes who can't be criticaled anyway into the mix, and you've got a potpourri of reasons why Improved Critical is cool, fun, and extremely f*cking groovy every once in a while, but not especially powerful. Which is about right for a feat. Incidentally, my falchion/crit guy also took Resounding Blow from the [i]Book of Exalted Deeds[/i]. So when he forces a crit, his foe has to make a Will save or cower for a whole round. Happens even less often than a crit, naturally, but it's so [i]fun[/i] when it does. Nothing like watching a fire giant cower before a dwarf! :) [/QUOTE]
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