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[Nexus] Thoughts on critical success/ fail
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<blockquote data-quote="Aussiegamer" data-source="post: 2828587" data-attributes="member: 19601"><p>dropping the critical armour check means that the fortification will not work properly. The simple % roll to stop a critical is too simplistic.</p><p></p><p>The reducing the 20 required by the number difference does allow for greater chance of a critical and does make it simplier I suppose, but the reference to Armour Critical AC is just the same as referencing to the armour AC any way, just allows for fortification mods and any feats which would allow for other mods.</p><p></p><p>Its a different way too look at the same result, but since I don't want to go and change all the weapons to so a critical mod not critical range, I'll stick with the other idea.</p><p></p><p>cheers for the input, it helps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Aussiegamer, post: 2828587, member: 19601"] dropping the critical armour check means that the fortification will not work properly. The simple % roll to stop a critical is too simplistic. The reducing the 20 required by the number difference does allow for greater chance of a critical and does make it simplier I suppose, but the reference to Armour Critical AC is just the same as referencing to the armour AC any way, just allows for fortification mods and any feats which would allow for other mods. Its a different way too look at the same result, but since I don't want to go and change all the weapons to so a critical mod not critical range, I'll stick with the other idea. cheers for the input, it helps :D [/QUOTE]
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[Nexus] Thoughts on critical success/ fail
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