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General Tabletop Discussion
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Is Combat Tedious on Purpose?
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<blockquote data-quote="James Gasik" data-source="post: 9618102" data-attributes="member: 6877472"><p>Given that critical hits aren't by themselves all that fantastic in modern D&D (oh wow, I get to do another die of damage!)*, I don't really see how critical fumbles balance anything out.</p><p></p><p>*Yeah, yeah, Paladins and Rogues can get huge mileage out of a critical hit, but most characters don't.</p><p></p><p>Especially since the DM will score more critical hits on the players than they likely ever do against monsters. And that the critical hits of monsters in modern D&D are likely going to be way more damaging than those of the players.</p><p></p><p>It doesn't help that being higher level gives you no protection from fumbles. In fact, your chances might go up as you get more attacks per turn!</p><p></p><p>Fortunately, if I ever sat at a table where the DM insisted on a critical fumble rule, I'd just probably play a caster and avoid making attack rolls, lol.</p><p></p><p>Though in all fairness, in my current 5e game, the players have earned the dubious privilege of being blessed by the Trickster god, and so any time they roll a '1' or a '20' on an attack or save, they roll on a Chaos chart, where half the results are good, and the other half are....well let's just say maybe something good, maybe something bad. Who knows?!</p><p></p><p>Even though the players groan about it, when I asked if they wanted to purge themselves of this "boon", they decided not to- the fact that it makes rolling a 1 still potentially exciting instead being a waste of time apparently outweighs randomly switching spots with an enemy or causing everyone to fall prone due to a localized earth tremor, lol.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9618102, member: 6877472"] Given that critical hits aren't by themselves all that fantastic in modern D&D (oh wow, I get to do another die of damage!)*, I don't really see how critical fumbles balance anything out. *Yeah, yeah, Paladins and Rogues can get huge mileage out of a critical hit, but most characters don't. Especially since the DM will score more critical hits on the players than they likely ever do against monsters. And that the critical hits of monsters in modern D&D are likely going to be way more damaging than those of the players. It doesn't help that being higher level gives you no protection from fumbles. In fact, your chances might go up as you get more attacks per turn! Fortunately, if I ever sat at a table where the DM insisted on a critical fumble rule, I'd just probably play a caster and avoid making attack rolls, lol. Though in all fairness, in my current 5e game, the players have earned the dubious privilege of being blessed by the Trickster god, and so any time they roll a '1' or a '20' on an attack or save, they roll on a Chaos chart, where half the results are good, and the other half are....well let's just say maybe something good, maybe something bad. Who knows?! Even though the players groan about it, when I asked if they wanted to purge themselves of this "boon", they decided not to- the fact that it makes rolling a 1 still potentially exciting instead being a waste of time apparently outweighs randomly switching spots with an enemy or causing everyone to fall prone due to a localized earth tremor, lol. [/QUOTE]
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