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<blockquote data-quote="Cruentus" data-source="post: 9406139" data-attributes="member: 7034645"><p>I've avoided Crits in play, because I, as the DM, end up rolling way more dice against the players, which causes me to experience more Crits on them. Coupled with the low HD for characters, at least in OSE, means that they're in even more danger from a mundane hit (for example from a spear wielding goblin who normally does d6 and now does 2d6 on a Crit). </p><p></p><p>One thing I recently stumbled on was using a Nat 20 on the part of the characters to provide "inspiration" or similar to other characters who witnessed the blow. I can see the mighty blow giving a lift to the rest of the party, even if it didn't do any extra damage as a result of a "crit". I haven't used it yet, but I could see a re-roll being useful here and there. </p><p></p><p>Oh, and I also use Helmets (if worn, can block one to-hit roll of 20 suffered), and Sundering Shields, where the character can choose to have their shield destroyed and block one hit suffered (after seeing the damage roll). These also add some interesting choices (what to equip, whether to carry an extra shield, when to break it), and characters end up looting useful equipment to replace lost or damaged items, and it increases longevity and survivability "that" much. I also run a game where characters can wander into seriously dangerous areas (usually not without warning, though), so its not unheard of for the party to be in over their heads, where that extra chance to survive is helpful.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 9406139, member: 7034645"] I've avoided Crits in play, because I, as the DM, end up rolling way more dice against the players, which causes me to experience more Crits on them. Coupled with the low HD for characters, at least in OSE, means that they're in even more danger from a mundane hit (for example from a spear wielding goblin who normally does d6 and now does 2d6 on a Crit). One thing I recently stumbled on was using a Nat 20 on the part of the characters to provide "inspiration" or similar to other characters who witnessed the blow. I can see the mighty blow giving a lift to the rest of the party, even if it didn't do any extra damage as a result of a "crit". I haven't used it yet, but I could see a re-roll being useful here and there. Oh, and I also use Helmets (if worn, can block one to-hit roll of 20 suffered), and Sundering Shields, where the character can choose to have their shield destroyed and block one hit suffered (after seeing the damage roll). These also add some interesting choices (what to equip, whether to carry an extra shield, when to break it), and characters end up looting useful equipment to replace lost or damaged items, and it increases longevity and survivability "that" much. I also run a game where characters can wander into seriously dangerous areas (usually not without warning, though), so its not unheard of for the party to be in over their heads, where that extra chance to survive is helpful. [/QUOTE]
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