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Less deadly crits
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<blockquote data-quote="Grayhawk" data-source="post: 966528" data-attributes="member: 11288"><p>For an upcomming campaign starting at 1st level I'm considering changing the way critical hits work, to the following:</p><p></p><p>On a confirmed crit you only multiply the weapon's damage die. (Not all the bonuses too.)</p><p></p><p>My reason for doing this, is that I want the lower strenght meleers to not fall too far behind the damage output of those with high damage bonuses (and high crit multipliers), as well as playing up the difference between weapons.</p><p></p><p>Now, before you jump all over this, saying how it messes too much with the game balance, consider the following: I'm only using core rules (no epic play here), and I'm not going by the CR system, instead relying on my experience and instincts as to what a proper challenge will be.</p><p></p><p>So while characters under this crit variant will have a lower damage output, the opposition will be adjusted accordingly.</p><p></p><p>Also, IMC you can't buy magic items, so I don't care if this makes the Keen weapon ability overpriced, or some such.</p><p></p><p>As to the Improved Critical feat, I will reduce it's prereq to BAB +6, as I don't think this will be unbalanced (but will it still be worth getting?).</p><p></p><p>In another thread Mike Sullivan made an excellent analysis of when (at which bonus to damage) it would pay off to use a weapon with higher threat range, compared to a higher damage dealing weapon with lower threat range.</p><p></p><p>With the system I propose here, wont the weapons keep being balanced against each other?</p><p></p><p>Any reasons why this is a bad idea?</p><p></p><p>(Especially considering that I will be using it for a low level campaign. I'm aware that this would make crits insignificant at higher levels, where the bonuses to damage far outweigh the weapons damage die.)</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 966528, member: 11288"] For an upcomming campaign starting at 1st level I'm considering changing the way critical hits work, to the following: On a confirmed crit you only multiply the weapon's damage die. (Not all the bonuses too.) My reason for doing this, is that I want the lower strenght meleers to not fall too far behind the damage output of those with high damage bonuses (and high crit multipliers), as well as playing up the difference between weapons. Now, before you jump all over this, saying how it messes too much with the game balance, consider the following: I'm only using core rules (no epic play here), and I'm not going by the CR system, instead relying on my experience and instincts as to what a proper challenge will be. So while characters under this crit variant will have a lower damage output, the opposition will be adjusted accordingly. Also, IMC you can't buy magic items, so I don't care if this makes the Keen weapon ability overpriced, or some such. As to the Improved Critical feat, I will reduce it's prereq to BAB +6, as I don't think this will be unbalanced (but will it still be worth getting?). In another thread Mike Sullivan made an excellent analysis of when (at which bonus to damage) it would pay off to use a weapon with higher threat range, compared to a higher damage dealing weapon with lower threat range. With the system I propose here, wont the weapons keep being balanced against each other? Any reasons why this is a bad idea? (Especially considering that I will be using it for a low level campaign. I'm aware that this would make crits insignificant at higher levels, where the bonuses to damage far outweigh the weapons damage die.) [/QUOTE]
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