Remathilis
Legend
Patryn of Elvenshae said:That's not a rule in Saga.
I think I just found that my DM uses a house rule we didn't know about...

Patryn of Elvenshae said:That's not a rule in Saga.
F4NBOY said:So what's the point in keeping the critical hits rule?
If it means nothing for a mook to critical hit the PC character, and the opposite is also true, since you can one-hit kill any mook anyway, with or without a critical hit, what's the point?
Two equally powerful characters fighting each other, no matter their ACs, will critical hit each other 5% of the time, so what's the point?
First off, crits are fun.
As opposed to 3E, where two equally powerful characters, no matter their ACs, will critically hit each other the same percentage of the time?
Patryn of Elvenshae said:First off, crits are fun.
exactly, spells are more pontent than a basic attack yet they go unchecked. I"ve always house ruled it so that my spell systems required some kind of sacrafice or miss chance.Grog said:Attacks don't usually target more than one enemy at a time.
Not always. Lots of spells have no effect if the enemy makes their saving throw. But at least, if one enemy made their save, others might fail. Or vice-versa.
The problem with a spellcaster making a single attack roll to target a group of enemies is that it's all or nothing, and both options cause big problems. In 1st, 2nd, or 3rd edition, if you cast a Confusion spell on a group of six enemies, and three failed their saving throws, your party members still had to deal with the other three enemies (maybe with a little help from the confused ones, but they were still a threat). Under this system, if a wizard casts a Confusion spell on a group of six enemies, he either wins the fight with one spell, or accomplishes absolutely nothing. The former is no fun for the rest of the party, and the latter is no fun for the wizard. This is a problem.
And another problem is when these kinds of spells get cast on the players. If an enemy wizard casts Confusion on the party, all it takes is one lucky roll on the DM's part and it's a TPK. In 3E, it would have taken four unlucky rolls to make that happen - much less likely.
DonTadow said:exactly, spells are more pontent than a basic attack yet they go unchecked. I"ve always house ruled it so that my spell systems required some kind of sacrafice or miss chance.
Grog said:Honestly, this is the first 4E change I've heard that I'm not wild about. I don't like the idea of my spell having zero effect on any of the six monsters I blasted with it just because I rolled a 1. It really seems too all-or-nothing to me.
This has been one of the changes I welcomed in D&D 3.X. In my games critical threats rarely come up, so there's no noticeable slowdown.DonTadow said:We've prety much been confirmed thatthey are (honestly what dm confirmed crits?). Boring, slow and tedious.