Yeah, but in IYC, don't you multiply damage differently than in the core rules? (Only base weapon damage and specialization bonuses, or something close to that, are multiplied?) That dramatically reduces the power of critical hits, so what might not be problematic in your campaign could still be an issue elsewhere. (My discussion will accordingly assume standard multiplication rules.)Nifft said:IMC, I grant +1 to the crit multiplier if you have both. I have yet to see it become a problem, but the PCs are only 13th level.
Probably too weak, unless Fortification came up an awful lot. Remember, normal stacking rules are probably balanced and yield considerable increases in expected damage whenever you're fighting something you can crit.Nifft said:2/ Chance to overcome Fortification
Too weak. Since this is a constant bonus, it has the largest effect for high-threat weapons, so let's take a 15-20/x2 scimitar. That's a 30% chance to deal an extra +3.5 damage, which works out to about +1 expected damage on things you can crit, and that's just for weapons that are optimized for it. Not good enough for a feat or a +1-equivalent ability, I'd think, though +2d6 or +2d8 (to be competitive for slightly lower-threat weaopns like longswords, too) extra damage on a crit, adjusted for a weapon's multiplier (so +4d8 for x3 weapons and +6d8 for x4 ones), might be.Nifft said:3/ +1d6 extra damage on a crit
Just like how a constant increase to a multiplier favors high-threat weapons, a constant increase to a threat range favors high-multiplier weapons. The 3.0e doubling rules give axes and scythe a +1 to crit anyway, so this rule is equivalent for them. But swords are much worse off: a 16-20/x2 longsword deals just +25% expected damage from crits (as opposed to +30% in 3.0e and +30% for an 18-20/x3 axe), and a 14-20/x2 scimitar deals just +35%, as opposed to +45% in 3.0e and +45% for an 18-20/x4 scythe. Nerfing swords like this seems arbitrary and unfair, though I guess you might want to do this if you think swords are lame and overused and you want all your players to use axes instead. But this seems heavyhanded, and I'd recommend against it.S'mon said:I like +1 to crit (17-20 becomes 16-20), I use that.
I'm with wuyanei on this. Epic rules shouldn't be used as part of balance judgments, since balance in epic play is really bizarre if it exists at all, and epic rules are irrelevant for the overwhelming majority of most games.Baronovan said:No one will think it's unbroken until someone gets Devastating Critical (rapier) and is slaughtering people on a confirmed 12+.
comrade raoul said:.Just like how a constant increase to a multiplier favors high-threat weapons, a constant increase to a threat range favors high-multiplier weapons. The 3.0e doubling rules give axes and scythe a +1 to crit anyway, so this rule is equivalent for them. But swords are much worse off: a 16-20/x2 longsword deals just +25% expected damage from crits (as opposed to +30% in 3.0e and +30% for an 18-20/x3 axe), and a 14-20/x2 scimitar deals just +35%, as opposed to +45% in 3.0e and +45% for an 18-20/x4 scythe. Nerfing swords like this seems arbitrary and unfair, though I guess you might want to do this if you think swords are lame and overused and you want all your players to use axes instead. But this seems heavyhanded, and I'd recommend against it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.