Felikeries
First Post
well literaly the critcal damages scince the first AD&D have been somewhat unhelpfull,although the 'all the feats and schools' of character influences have been an interest .....
my fealing that critical should be used as a multi-attack,which invocates re-roll for next melee attack for that player-allowed for 1/2 damage of damage retainer //it used 16 traite as a common mediun for items,spells and weapons to allow critical and various weapon types only allow so many critical attacks a combat-the scythe with a 2d6 damage ,+3,+1 attack is the most allowing 5 criticals....
furthermore after 6 melees(thus party of 4=4 //enemies 10,they miss first round critical)is the retainer,so using critcal later when the chance of two rolls to attack has to be made insights the validity of a battle enviornment
thus the potions allowing extra trait score had relevnce in randomly found critical damage items etc,allowing players to use it if 16 wasn't their original score,and in original AD&D items were rolled for duration by players upon obtaining at 4D6 rounds( a good number of criticals with advantages -sometimes,espicially if you switch the weapon and the use is retained in real time rounds-also nice DM unconflicting with no carry over for 1 or 2 melee's as a round)and weapons 1D20 rounds(this also with DM ok -allows fighters with the ability to 1D6 x2 damage to with 18 strength,to attempt critical as a flow with 1 attack,and make the damage it's whole,the previous attack x2)
effectivelt further rationalizing the defining play with critical is 15th level represents sword use for character 1 critical with no re-roll,added to 17 traite varying with different classes(also the exception for critical play)that is tempered by iether the weapon number of criticals or item consecutaive criticals or some modifier there in-with no re -roll
these forms of critical damage use are easily a very intelligable way to use an extra damage modifier and keep the RPG element
so character scoring 3d6=14 then critical used,roll 3D6=12=6
essentailly +6 to damage therefore scored say 5 times in the combat,+30 damage,an ideal mediun,with 4 players using this-and level of play gets dertrived from their own damage rolls,and the playing trick is character may have missed 2 of 3 rolls that had to be done for critical use,while the two thers were allowed with no re-roll
players caught in the trap of re-roll,(often it's stated that the traite score for critical and the item or sword must match for no re-roll)have to decide it's potential and roll through using the scary reality of RPG at elements that rely on luck,or merit of planning such as extra damage modifiers being chacked for campiagn as the go for critical,and trair extra's to allow criticals that are found,while being only able to carry so much
and of course monsters have some difference to this all if anybody remembers armour class C was no critical damage,and variations made it an interesting mediun
just damge that dishes into damage roll numbers,while characters build this with no standard reality adjustment.........
well it's just stupid,might as well allow 'EXBIETHS SUPER ITEM' which depending on the characters hair colour allows 'critical'+1D6 a level,detremined by wound type,which in turn is or is not s form of wound on that enemy that recieves a high fortitude check for 'EXBIETHS SUPER ITEM' on wounds of that nature that then allows 3 schools of attack extra-'fine hair','combed appearance'and'skill with piddleywink' to stack however-duely played and damage is 50 no 60 no 110 critical.......aaaaahhhh pleeaaase what more can be said
my fealing that critical should be used as a multi-attack,which invocates re-roll for next melee attack for that player-allowed for 1/2 damage of damage retainer //it used 16 traite as a common mediun for items,spells and weapons to allow critical and various weapon types only allow so many critical attacks a combat-the scythe with a 2d6 damage ,+3,+1 attack is the most allowing 5 criticals....
furthermore after 6 melees(thus party of 4=4 //enemies 10,they miss first round critical)is the retainer,so using critcal later when the chance of two rolls to attack has to be made insights the validity of a battle enviornment
thus the potions allowing extra trait score had relevnce in randomly found critical damage items etc,allowing players to use it if 16 wasn't their original score,and in original AD&D items were rolled for duration by players upon obtaining at 4D6 rounds( a good number of criticals with advantages -sometimes,espicially if you switch the weapon and the use is retained in real time rounds-also nice DM unconflicting with no carry over for 1 or 2 melee's as a round)and weapons 1D20 rounds(this also with DM ok -allows fighters with the ability to 1D6 x2 damage to with 18 strength,to attempt critical as a flow with 1 attack,and make the damage it's whole,the previous attack x2)
effectivelt further rationalizing the defining play with critical is 15th level represents sword use for character 1 critical with no re-roll,added to 17 traite varying with different classes(also the exception for critical play)that is tempered by iether the weapon number of criticals or item consecutaive criticals or some modifier there in-with no re -roll
these forms of critical damage use are easily a very intelligable way to use an extra damage modifier and keep the RPG element
so character scoring 3d6=14 then critical used,roll 3D6=12=6
essentailly +6 to damage therefore scored say 5 times in the combat,+30 damage,an ideal mediun,with 4 players using this-and level of play gets dertrived from their own damage rolls,and the playing trick is character may have missed 2 of 3 rolls that had to be done for critical use,while the two thers were allowed with no re-roll
players caught in the trap of re-roll,(often it's stated that the traite score for critical and the item or sword must match for no re-roll)have to decide it's potential and roll through using the scary reality of RPG at elements that rely on luck,or merit of planning such as extra damage modifiers being chacked for campiagn as the go for critical,and trair extra's to allow criticals that are found,while being only able to carry so much
and of course monsters have some difference to this all if anybody remembers armour class C was no critical damage,and variations made it an interesting mediun
just damge that dishes into damage roll numbers,while characters build this with no standard reality adjustment.........
well it's just stupid,might as well allow 'EXBIETHS SUPER ITEM' which depending on the characters hair colour allows 'critical'+1D6 a level,detremined by wound type,which in turn is or is not s form of wound on that enemy that recieves a high fortitude check for 'EXBIETHS SUPER ITEM' on wounds of that nature that then allows 3 schools of attack extra-'fine hair','combed appearance'and'skill with piddleywink' to stack however-duely played and damage is 50 no 60 no 110 critical.......aaaaahhhh pleeaaase what more can be said