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Making Natural 20 super fun
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<blockquote data-quote="Saeviomagy" data-source="post: 5352806" data-attributes="member: 5890"><p>At our table, we find that when a critical goes in, the huge amounts of damage that tend to be caused are enough to make it special.</p><p></p><p>In fact, the only things I might do to crits are make the following changes:</p><p></p><p>1. You fail the first save against an effect that was caused by a power that rolled a critical. This one is for those classes and subclasses that don't focus on big hitting. Note that it doesn't let you use a coup-de-grace to get the benefit (or other auto-crit powers) because that might be too good.</p><p></p><p>2. Monsters get +1d6 damage on a crit per tier. Including minions. We find that monster crits are pretty disappointing, especially when one person gets crit by a monster and then someone else gets hit for the exact same amount. That goes double for minions critting for the exact same amount they normally hit for.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5352806, member: 5890"] At our table, we find that when a critical goes in, the huge amounts of damage that tend to be caused are enough to make it special. In fact, the only things I might do to crits are make the following changes: 1. You fail the first save against an effect that was caused by a power that rolled a critical. This one is for those classes and subclasses that don't focus on big hitting. Note that it doesn't let you use a coup-de-grace to get the benefit (or other auto-crit powers) because that might be too good. 2. Monsters get +1d6 damage on a crit per tier. Including minions. We find that monster crits are pretty disappointing, especially when one person gets crit by a monster and then someone else gets hit for the exact same amount. That goes double for minions critting for the exact same amount they normally hit for. [/QUOTE]
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