Is power critical worth a feat?

MadScientist said:
Not quite because with low threat range/high mutiplier weapons the extra damage from criticals is more likely to be blow-through damage or damage in excess of the damage necessary to put an opponent down. So for average damage, you're right they are exactly equivalent but a 19/X2 weapon will inflict more 'useful' damage than a 20/x3 weapon. Thats why I think criticaling more often is a little better with a high threat range/low multiplier weapon than with a low range/high multiplier weapon.

On the other hand, higher critical weapons are going to be wasting less damage against Damage Reduction that can't be bypassed. Basically, if I have a weapon that does 5 points of damage on average against something with DR 10 (hypothetical case, not representative of actual play), then am I going to want to do 10 points of damage 10% of the time, or 15 points 5% of the time? I think the answer is obvious. Only the second will actually do any damage at all.

Basically, they are equal. There are corner cases where one or the other is better, Power Critical being a prime example, but in general they are equal.

--Seule
 

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Ahh, I see your point MS. I had not thought about it that way before. Admitedly it may be bacause I haven't played any characters with large threat range weapons before so hadn't experienced threatening but not actually hitting opponents very often. I have had my fair share of criticaling mooks and doing 30+ more points of damage then they've had HP's left though;). I guess those keen Falchion weilders run into the opposite problem.

Edit: Seule, I see your point as well. I'm convinced they're pretty equal:)
 
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(Psi)SeveredHead said:

As for true strike items, I hope to never see an official melee weapon that has true strike. Even if it's once per day.

Well, there was the Bow of True Arrows from Sword & Fist, but that one was wacky. In order to use it, you needed to have True Strike on your spell list. Kinda neat for multiclassed Fighter/Casters.
 

It is a rough feat to get, but I consider it a cornerstone of my LG heavy pick wielding fighter concept. Of course I have to get to 12th level first, but once I'm there it will certainly prove valuable. This is especially true in Living greyhawk where there is almost always a BBEG to face at the end of the adventure.

buzzard
 

Apok said:
It's good for those situations when you absotively, posilutely have to get off that critical hit or the entire party is going to be transmogrified into a series of grease spots on the dungeon floor.
I concur.
 


One thing that I liked in d20 Modern was that they tried to get rid of most of the "Per Day" stuff by replacing the Per Day requirement with "Use an Action Point" activation costs. For something that is too powerful to be always on, but does not logically need to be once per day, some kind of mechanic like Action Points can help. After all, there's no real-world reason why Power Critical would only work once per day -- it's not like the person is exhausted after using it, since he can still fight at full effectiveness.

If you wanted to change the "per day" requirement without adding Action Points into your games, you can limit the feat by making a consequence for using it. For example:

1) If you use Power Critical, you don't get your Dexterity bonus to AC until the beginning of your next turn, and opponents get a +2 to hit you. (You just did a massive lunge.)

2) Each use of Power Critical, causes you to take 1 point of temporary Strength damage. (Pulled muscles?)

3) After using Power Critical, you are limited to Partial Actions for the next 1d4+1 rounds.

4) After using Power Critical, you take a -2 on attacks and cannot run or charge -- and of course, you cannot use Power Critical again. This condition lasts until the end of the combat. (Winded, basically)

Each of those situations makes Power Critical something that's usable several times per day, but gives it enough of a disadvantage AFTERWARD that you'd better be darned sure that it's the last thing you do in the fight...

Offhand, 1) and 4) seem like the least game-breaking...
 

I like Power Critical. It's downright nasty if it works. Sure, some people here are suggesting some great ideas to virtually guarantee that you'll hit, but that's just more stuff you need to add on.

Has anybody seen a 3.5 versiion of Power Critical? It might change.
 

Didnt WOTC themselves say when they first released 3.0 that feats should not be designed with limited uses in mind. One of the first Dragon mags to come out after the release of 3E had several pages written by one of th designers dedicated to feat creation and it specifically mentioned:

- Limited uses per day is a no no, unless it is an enhancement to a class special ability (i.e. Improved Turning, an extra Smite)
- A feat that reduces a penalty is not as powerful as a feat that provides a bonus.
- Feats can be scaled to higher levels by upping the requirements.
- Feats should not emmulate another classes special abilities.

Odd how WOTC ignored most of those.
 


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