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<blockquote data-quote="Arlough" data-source="post: 5471775" data-attributes="member: 79335"><p>As noted elsewhere, this is a variant rule and therefore more in the DM's lap than other rules. That stated, the way I would rule it is the level 12 character you mention would actually get +4 on the attack (+3 enhancement bonus, +1 for charging) but would only get a 1d10 and the target knocked prone on a crit, and if the player wanted more than that (say, the 3d10 that a +3 Avalanche Hammer would provide), he\she would have to buy a bigger hammer. Basically, the crit property is built into the weapon, and defined by the weapon.</p><p>But, I also would reduce the amount of treasure rewarded, along with the availability of magic items in shops.</p><p>If they want the higher crit, they have to pay for it.</p><p>In my game, they can pay either with money by buying new weapons, or with a feat I created called <span style="color: SandyBrown">Critical Enhancement</span>.</p><p></p><p style="margin-left: 20px"><span style="font-family: 'Arial Black'">Critical Enhancement</span></p> <p style="margin-left: 20px"><strong>Benefit:</strong> When you score a critical hit, deal 1d4 extra damage for each point of enhancement bonus added to the attack.</p> <p style="margin-left: 20px"><strong>Special:</strong> You can take this feat more than once. Each additional time you take this feat, increase the extra damage die by one die size.</p><p>This hasn't yet been a problem, because if someone wants to use Jackal Ploy or the Dagger Master PP to build a character centered around crits, they are paying for it huge in the feat department. And so far nobody has been interested spending 6 feats on getting 3d20 crit damage. I may have to modify it later, though.</p><p></p><p></p><p></p><p>I totally agree with this.</p><p>Aside from the Barbarian and Ranger (who both used the feat above to buy up to d10's and d8's respectively), not many people had explosive crits. But, everybody liked it because it meant they were no longer searching the world for their next weapon. The guy playing the barbarian especially liked it because he wanted his character to use a family heirloom weapon as part of the character's identity.</p><p></p><p>Also, now that I am thinking about it, I would make anything enchanted with <strong>Distance Weapon</strong> (AV1.068) a rare item. I don't think any of my players have noticed that one, yet.</p></blockquote><p></p>
[QUOTE="Arlough, post: 5471775, member: 79335"] As noted elsewhere, this is a variant rule and therefore more in the DM's lap than other rules. That stated, the way I would rule it is the level 12 character you mention would actually get +4 on the attack (+3 enhancement bonus, +1 for charging) but would only get a 1d10 and the target knocked prone on a crit, and if the player wanted more than that (say, the 3d10 that a +3 Avalanche Hammer would provide), he\she would have to buy a bigger hammer. Basically, the crit property is built into the weapon, and defined by the weapon. But, I also would reduce the amount of treasure rewarded, along with the availability of magic items in shops. If they want the higher crit, they have to pay for it. In my game, they can pay either with money by buying new weapons, or with a feat I created called [COLOR="SandyBrown"]Critical Enhancement[/COLOR]. [INDENT][FONT="Arial Black"]Critical Enhancement[/FONT] [B]Benefit:[/B] When you score a critical hit, deal 1d4 extra damage for each point of enhancement bonus added to the attack. [B]Special:[/B] You can take this feat more than once. Each additional time you take this feat, increase the extra damage die by one die size.[/INDENT] This hasn't yet been a problem, because if someone wants to use Jackal Ploy or the Dagger Master PP to build a character centered around crits, they are paying for it huge in the feat department. And so far nobody has been interested spending 6 feats on getting 3d20 crit damage. I may have to modify it later, though. I totally agree with this. Aside from the Barbarian and Ranger (who both used the feat above to buy up to d10's and d8's respectively), not many people had explosive crits. But, everybody liked it because it meant they were no longer searching the world for their next weapon. The guy playing the barbarian especially liked it because he wanted his character to use a family heirloom weapon as part of the character's identity. Also, now that I am thinking about it, I would make anything enchanted with [b]Distance Weapon[/b] (AV1.068) a rare item. I don't think any of my players have noticed that one, yet. [/QUOTE]
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