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Imp Crit + Keen = ???
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<blockquote data-quote="comrade raoul" data-source="post: 2309433" data-attributes="member: 554"><p>My pet issue! The Reynolds link has been my .sig for months. My position (of course!) is that 3.0e stacking works just fine and Improved Critical should <em>definitely</em> stack with "keen" effects. As long as everything else that increases threat range is conceptually equivalent to, and so doesn't stack with, one or the other of those effects, threat ranges don't get out of hand.</p><p></p><p>People who still want very high threat ranges to be "special" might want to make Improved Critical a fighter-only feat. (You could make it require eight levels of fighter rather than BAB 8+, and push Greater Weapon Focus/Specialization back four levels apiece.) I do this, and think it works great. (It also gives people more incentive to be higher-level fighters!)</p><p></p><p>One thing to note with the existing responses is that a lot of solutions compromise weapon balance in unnecessarily problematic ways.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.)</p><p></p><p>This is an interesting solution but has wonky implications for weapon balance. Since the additional damage provided by a constant increase to a multiplier depends on a weapon's threat range, weapons with high base threat ranges, like swords, get (dramatically) more benefit. <em>Ceteris paribus</em> a longsword at 17-20/x3 has a 20% chance to deal +200% damage (for +40% expected damage); a scimitar at 15-20/x3 has a 30% chance to deal +200% damage (for +60% (!) expected damage). This is actually <em>more</em> powerful than the standard stacking rules (15-20/x2 yields +30% expected damage; 12-20/x2 yields +45%); essentially, the second benefit is twice as powerful as the first. On the other hand, high-multiplier weapons do either just as well in the standard rules (as with base x3 weapons: a 19-20/x4 axe has a 10% chance to do +300% damage, just as good as the standard 18-20/x3 or 15% chance to do +200%) or slightly worse (as with base x4 weapons: a 19-20/x5 axe has a 10% chance to do +400% damage, or +40%, as opposed to 18-20/x4, which works out to +45% expected damage). So, someone should use your system if they want to give players a big incentive to use high-threat weapons like swords, and aren't concerned about potentially very deadly scimitar wielders.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.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.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.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.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 2309433, member: 554"] My pet issue! The Reynolds link has been my .sig for months. My position (of course!) is that 3.0e stacking works just fine and Improved Critical should [i]definitely[/i] stack with "keen" effects. As long as everything else that increases threat range is conceptually equivalent to, and so doesn't stack with, one or the other of those effects, threat ranges don't get out of hand. People who still want very high threat ranges to be "special" might want to make Improved Critical a fighter-only feat. (You could make it require eight levels of fighter rather than BAB 8+, and push Greater Weapon Focus/Specialization back four levels apiece.) I do this, and think it works great. (It also gives people more incentive to be higher-level fighters!) One thing to note with the existing responses is that a lot of solutions compromise weapon balance in unnecessarily problematic ways.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.) This is an interesting solution but has wonky implications for weapon balance. Since the additional damage provided by a constant increase to a multiplier depends on a weapon's threat range, weapons with high base threat ranges, like swords, get (dramatically) more benefit. [i]Ceteris paribus[/i] a longsword at 17-20/x3 has a 20% chance to deal +200% damage (for +40% expected damage); a scimitar at 15-20/x3 has a 30% chance to deal +200% damage (for +60% (!) expected damage). This is actually [i]more[/i] powerful than the standard stacking rules (15-20/x2 yields +30% expected damage; 12-20/x2 yields +45%); essentially, the second benefit is twice as powerful as the first. On the other hand, high-multiplier weapons do either just as well in the standard rules (as with base x3 weapons: a 19-20/x4 axe has a 10% chance to do +300% damage, just as good as the standard 18-20/x3 or 15% chance to do +200%) or slightly worse (as with base x4 weapons: a 19-20/x5 axe has a 10% chance to do +400% damage, or +40%, as opposed to 18-20/x4, which works out to +45% expected damage). So, someone should use your system if they want to give players a big incentive to use high-threat weapons like swords, and aren't concerned about potentially very deadly scimitar wielders.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.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.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.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. [/QUOTE]
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