comrade raoul
Explorer
I completely agree with you.Scion said:Personally I see what they are doing kindof like not letting a +modifier weapon stack with bab, just nonsensical ;/ but the designers shall have their own personal pet peeves, too bad no one was able to talk sense into them this time.
I also think the 3.5e Power Attack is as stupid an idea as the 3.5e crit stacking rules. Both of them should be consigned to the house-rule garbage can.Plane Sailing said:Falchion? A 3.5e power attackwith a falchion with full stacking of imp crit and keen might get a little sticky. The issue is the ease with which additional bonuses can get added together on the crit.
Leaving your burst enchantment rules aside, the problem with this rule is that keen and Improved Critical become extremely weak. Consider a character who has Weapon Specialization with his scimitar. Improved Critical or keen given him an additional 15% chance (somewhat lower, actually, because he might not confirm his threat) to deal (in the best case) 1d6+2, or an average of 5.5. (5.5 * 0.15) is just 0.825, and +0.825 expected damage (in the best case) is NOT worth a feat or a +1 weapon ability. Under your system, nobody will take Improved Critical, and Keen is always a waste of money. (I once had a DM change to this system mid-campaign; needless to say, my keen/Improved Critical character wasn't happy.)Nifft said:Here's my solution: you only multiply weapon dice on a crit, and Keen & Imp. Crit stack as in 3.0e. The exception is Weapon Specialization, which is multiplied on a crit.
Thus, a crit from a battle axe is going to be far more scary than a crit from a dagger -- N+3d12 is just better than N+2d4, since you don't multiply N under my house rules.
Also IMC I changed the elemental Burst enchantment to deal (Crit x d12) dice of damage, replacing the normal d6 of elemental damage with a d12. So, a Flaming Burst Glaive deals:
Normal: N + 1d10 + 1d6 Fire
Critical: N + 3d10 + 3d12 Fire
So, if you want exciting crits, you can buy them.
-- N
Do your burst abilities help? Well, now let's suppose that he has flaming burst on his scimitar, too. This means he has a 15% chance to deal 2d12 points of (fire) damage -- that is, the burst effect adds (11 * 0.15) or 1.65 expected damage for the extra +1 (that is, its +2 price compared to flaming's +1), which isn't that great. Each ability that expands his threat range adds a +15% chance to cause 1d6+2+2d12, or (16.5 * 0.15) 2.475, which is a lot better.
Now a character with an Improved Critical, keen, flaming burst scimitar that he's specialized in has a 45% chance to cause 1d6+2+2d12 damage, for a total expected critical damage of (16.5*.45), or 7.425 (compared to his original total of 0.825). One feat and two +1-equivalent enhancements give him a total of +6.6 expected damage. This still isn't a great deal, but it's within the realm of reason.
So I suppose the conclusion with your system is that critical hits are worthless unless you have burst weapons, in which case they're not great but okay. It's not a system I'd be really interested in playing in, but hey, YMMV.