Greater Critical Attack

Mercurius

Legend
I've found that 4E's critical hit rule is a bit boring, especially at lower levels ("ooh, max damage!"). Later on, and with various powers and magical items, it can get more interesting, but I would like there to be some kind of open-ended damage system in place, so that a single blow--even at 1st level--could theoretically kill anything. I've played with various rules before and none of them seemed to get it quite right, they were either too powerful and undermined the crit RAW, or too underpowered and thus pointless. So here's a new idea which, I think, comes close to being too powerful, but it also accomplishes the task of making combat more deadly (and maybe a tad quicker).

The Rule: Greater Critical Attack
A Natural 20 is a crit as usual, but a PC may spend a healing surge to make it a "Greater Critical Attack." Roll a d20 again, add that to the modified score. If a second Natural 20 is rolled, roll again and continue. The difference between the final modified roll and the target Defense is added HP damage.

Example
A 4th level human fighter (20 STR, a +1 vicious greatsword with Expertise and Focus, and a +12 basic attack) gets an opportunity attack against a Gnoll Huntmaster (level 5 artillery, 50 HP, 19 AC) and gets a basic attack and rolls a natural 20 and decides to spend a healing surge; on the second roll, a 12 is rolled, for a total of 20 + 12 + 12 = 44, the difference being 25 over the gnoll's AC of 19.

For damage, the fighter gets 10 (max for the natural 20) + 7 (STR, feat, enh) + d12 for vicious crit + 25 critical modifier = 43-54 range.

In the RAW the damage would be 10 + 7 + d12 for a range of 18-29.

Yeah, I know, that's a huge difference, and with an encounter or daily power the damage could be 10 or 20 HP more, but that's kind of the point: I want that critical hit to be able to kill a comparable non-Elite, non-Solo opponent. Against a Gnoll Marauder (level 6 Brute - 84 HP, 20 AC), the damage isn't quite so extreme, but still quite substantial, and with the potential - with an encounter or daily power, or a second Natural 20 (1-in-400 chance) and a high roll - of killing it.

I could take away the healing surge aspect and thus apply this to monster attacks as well, which makes character death more likely (maybe not a bad thing in 4E).

So what do you think? This rule may not be for your style of game, so I'm not looking for personal commentary as much as logistics. How will this affect a game? Potential problems? Ideas to improve it? Etc.
 

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there are rules for a level 11 PC with a ~47% chance to crit. Thus, I am wary of anything that increases the amount of damage a crit does.
 

there are rules for a level 11 PC with a ~47% chance to crit. Thus, I am wary of anything that increases the amount of damage a crit does.

Ack! Really? What rules? Is it very specific - like a specific class, build, feat selection, paragon path, magic item, etc - or is something that many PCs can have?
 

The Rule: Greater Critical Attack
A Natural 20 is a crit as usual, but a PC may spend a healing surge to make it a "Greater Critical Attack." Roll a d20 again, add that to the modified score. If a second Natural 20 is rolled, roll again and continue. The difference between the final modified roll and the target Defense is added HP damage.

I could take away the healing surge aspect and thus apply this to monster attacks as well, which makes character death more likely (maybe not a bad thing in 4E).

Hi Mercurius. I definately relate to you on this topic, as I have a similar "roll again on a natural 20" thread:

http://www.enworld.org/forum/4e-fan-creations-house-rules/272581-optional-rule-deathblow.html

My only complaint is don't link it to Healing Surges. How exactly (in my mind) do you translate a defensive ability to heal oneself into more damage? It doesn't make sense to me, enhancing your damage with a healing mechanic. Perhaps, spending an Action Point, instead?

GL. :)
 
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Hi Mercurius. I definately relate to you on this topic, as I have a similar "roll again on a natural 20" thread:

http://www.enworld.org/forum/4e-fan-creations-house-rules/272581-optional-rule-deathblow.html

My only complaint is don't link it to Healing Surges. How exactly (in my mind) do you translate a defensive ability to heal oneself into more damage? It doesn't make sense to me, enhancing your damage with a healing mechanic. Perhaps, spending an Action Point, instead?

GL. :)

Yes, good point Rachel (fellow NHite!). My thinking was that it took extra effort to deal the blow and thus has a slight fatiguing effect.

Originally I wasn't going to link it with anything at all, but then realized that it probably should require some sort of expenditure. I thought of using Action Points but they are kind of rare, although probably less rare than a natural 20, so it may be a moot point.

But yeah, I'll think on it and probably follow your advice.
 

p.s. I like your Deathblow rule, although it may be a bit too powerful for my tastes. I would, at least, limit it to non-Solos and non-Elites; maybe for them it does double max damage?
 

p.s. I like your Deathblow rule, although it may be a bit too powerful for my tastes. I would, at least, limit it to non-Solos and non-Elites; maybe for them it does double max damage?

Double max damage is something I really have considered, esp. in regards to very high lvl solos like Orcus. If I can find a way to make the Deathblow work w/o paragraphs and paragraphs of extended rules and exceptions that would be the trick.

And sorry to dissapoint, but Im a transplant from FL hiding out in NH. :angel:

Still, well met!
 

One P.S. deserves another. My group there are only 3 of us so we have extended uses for Action Points and start with more than 1. The primary use for the AP being for Healing Surges (since we lack a leader class with 1 fighter, 1 ranger, and a wizard dude).
 

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