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General Tabletop Discussion
*Pathfinder & Starfinder
Implications of critical threats = critical hits
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<blockquote data-quote="Abisashi" data-source="post: 1430621" data-attributes="member: 15334"><p>From another thread about house rules:</p><p></p><p></p><p><strong><em>An Analysis of the effects of having all threats automatically confirmed</em></strong>:</p><p></p><p><strong>Qualitative</strong>:</p><p>Obviously, critical hits are going to be more common. Damage output goes up, but more so against high-AC creatures (since it is normally harder to confirm crits against them). This should make High-AC low hit-point creatures less viable (relative to other critable creatures; everythings threatened by crits has a lower life expectancy.) Because critable creatures are weaker, undead and other un-critables become relatively more powerful. Also, hoards of weaker creatures extend the levels at which they are dangerous; a group of goblin archers <em>triple</em> their damage output against high-level characters.</p><p></p><p>Because combat becomes faster, it is more random (less roles = less likely to get an even distribution, thus more random), and thus favors the monsters over the PCs, assuming there is an equal amount of crit-maximization is going on on both sides. Because large amounts of damage are easier for combat-types, they shift up in worth compared to rogues and spellcasters. On the other hand, at high levels, wizards become slightly more viable, as they will crit more... but with mostly 20/x2 weapons, this is a pretty small effect.</p><p></p><p>Because crits are more common, weapons with larger threat ranges/mutipliers become more dangerous. Power attacking is better, because the attack penalty won't hurt your chance of confirming a crit.</p><p></p><p><em>Corner-cases</em>:</p><p>-Low armor warriors may now need to consider armor because it protects from small hits, which put them in range to be dropped by a critical hit, which are more prevalent.</p><p>-Burst weapons (that do extra damage on a crit) rise slightly in value, because they activate more often.</p><p>-Armor of fortification becomes more valuable, because its effect will be activated more often.</p><p>--As these are corner cases and small effects, I will ignore them.</p><p></p><p><strong>Interactions with Non-Core</strong>:</p><p>Classes that increase threat-range/critical hit damage are more valuable; no specific issues known.</p><p></p><p><strong>In summary</strong>:</p><p>-minor increase in combat speed</p><p></p><p>-minor drop in worth of armor</p><p>-minor increase in worth of martial characters</p><p>-minor increase in power of un-critable monsters and weak monsters</p><p>-minor increase in player mortality</p><p>-minor increase in power of high threat range/mutiplier weapons, power attack</p><p></p><p><strong>Suggestions for Use</strong>: Use in more "grim-n-gritty" settings to emphasize the danger of combat.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Abisashi, post: 1430621, member: 15334"] From another thread about house rules: [b][i]An Analysis of the effects of having all threats automatically confirmed[/i][/b]: [b]Qualitative[/b]: Obviously, critical hits are going to be more common. Damage output goes up, but more so against high-AC creatures (since it is normally harder to confirm crits against them). This should make High-AC low hit-point creatures less viable (relative to other critable creatures; everythings threatened by crits has a lower life expectancy.) Because critable creatures are weaker, undead and other un-critables become relatively more powerful. Also, hoards of weaker creatures extend the levels at which they are dangerous; a group of goblin archers [i]triple[/i] their damage output against high-level characters. Because combat becomes faster, it is more random (less roles = less likely to get an even distribution, thus more random), and thus favors the monsters over the PCs, assuming there is an equal amount of crit-maximization is going on on both sides. Because large amounts of damage are easier for combat-types, they shift up in worth compared to rogues and spellcasters. On the other hand, at high levels, wizards become slightly more viable, as they will crit more... but with mostly 20/x2 weapons, this is a pretty small effect. Because crits are more common, weapons with larger threat ranges/mutipliers become more dangerous. Power attacking is better, because the attack penalty won't hurt your chance of confirming a crit. [i]Corner-cases[/i]: -Low armor warriors may now need to consider armor because it protects from small hits, which put them in range to be dropped by a critical hit, which are more prevalent. -Burst weapons (that do extra damage on a crit) rise slightly in value, because they activate more often. -Armor of fortification becomes more valuable, because its effect will be activated more often. --As these are corner cases and small effects, I will ignore them. [b]Interactions with Non-Core[/b]: Classes that increase threat-range/critical hit damage are more valuable; no specific issues known. [b]In summary[/b]: -minor increase in combat speed -minor drop in worth of armor -minor increase in worth of martial characters -minor increase in power of un-critable monsters and weak monsters -minor increase in player mortality -minor increase in power of high threat range/mutiplier weapons, power attack [b]Suggestions for Use[/b]: Use in more "grim-n-gritty" settings to emphasize the danger of combat. Thoughts? [/QUOTE]
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Implications of critical threats = critical hits
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