blargney the second
blargney the minute's son
I'll probably end up switching it to players roll all the dice (a la UA) anyways. Easy peasy.
-blarg
-blarg
mmadsen said:By the rules as written, 5 percent of all hits are critical hits. If a natural 20 is always a critical hit, then 5 percent of all attacks are critical hits -- which (a) leads to a larger number of critical hits, and (b) means that cannon fodder score a higher proportion of critical hits than skilled warriors.
So add this house rule, crits auto hit only if they naturally hit the ac. If the 20 does not hit my pcs get a crit card (paizo's crit deck) they can use when they crit in another encounter.Majoru Oakheart said:Umm, I confirmed crits along with everyone I know. I liked confirming them as they fixed the problem with crits in 2nd edition: Everyone was deathly afraid of 20 1st level fighters because on average one of them would hit each round and it would be for double damage.
Most people in my second edition group couldn't figure out why people who could barely hit them at all were doing double damage every time they DID hit them. And that was back when you only doubled the dice themselves and not all the bonuses. Of course most DMs I played with in 2nd edition were using critical hit tables and chopping on limbs and heads when they critted. In 3E, a 1st level half orc barbarian with a great axe would have a 1 in 20 chance of doing nearly 50 damage each round to someone with an AC of 28+ if crits automatically confirm vs the 16 or so they'd do without the confirmation.
It kind of sucks to be the 12th level wizard with 40 hit points when your DM decides that a number of 1st level barbarians would be easy for your party and drops you dead in one hit even though you have shield, greater mage armor, and an amulet of natural armor +3 and an 18 dex.
I admit that not confirming crits IS a lot faster and I DO miss some of the speed of 2nd edition, but the fix WAS put into place to fix a problem. If they come up with a different fix for this problem, then I don't mind.
The advanced GM handbook is a great book. In it Skip does a nice little math comparsion where he lowers all weapon's crit damage by one multiplier and eleminates a confirmation roll. Math is nearly identical as far as per damage per average encounter.Scribble said:You still have confirms for anything that isn't a natural 20. So anything with an increased threat range, or a feat that increases threat range, accounts for the "skilled warriors."
I think we need to look at the design goals for critical hits. I think there are two. First, we want to model something important in both real and fictional fights -- the well-placed blow. Look at how many important and powerful enemies are taken down by one or two well-placed shots in Tolkien, etc. Second, we want to provide a bit of a slot-machine reward for the players, who enjoy delivering a critical once in a while far more than they'd enjoy delivering slightly higher average damage with less variability.Majoru Oakheart said:I admit that not confirming crits IS a lot faster and I DO miss some of the speed of 2nd edition, but the fix WAS put into place to fix a problem. If they come up with a different fix for this problem, then I don't mind.
drothgery said:The biggest advatages to 'flipping' saves are...
1. It makes resolving area and other multi-target attacks (in SWSE, you're basically thinking grenades, autofire, and some Force powers) somewhat faster, because you only have to roll one attack roll and then compare it to everyone's defenses.
Yes, I think using one roll for an entire group's save -- or inverse-save -- would lead to anti-climactic and odd combats. Of course, it's easy to fix; just roll one attack per victim.Olgar Shiverstone said:Will this make some combats anti-climactic?
EricNoah said:drothgery said:And it means that when you fireball a horde of identical mooks, they'll either all succeed or all fail.
Ah, that's something I hadn't considered. Not as "real" as far as I'm concerned. On the other hand, rolling a dozen reflex saves ... not quick/easy.