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<blockquote data-quote="DnDChick" data-source="post: 52964" data-attributes="member: 54"><p>Also, one of the things that not clear in the description is that hit point damage from a critical is <em>separate</em> from the critical effect.</p><p></p><p>One email I got about the system is, "You're saying that, since minimum critical damage from a club is 2, my character with 68 hit points can take 2 points of damage from a critical and get a shattered skull? That's stupid!"</p><p></p><p>Well...my reply was to him that it wasnt the 2 points of damage that shattered his skull...it was the critical. Crit effects have nothing to do with how many hit points you took, except when determining the value of any necessary Fortitude saves. The above character took 2 hit points of damage <em>and</em> had his head caved in. The two points of damage didnt cave in his head; the critical did that. But because the Fort save for a 2-hp wound would only be 12, its likely that a high level character would resist the head-caving anyway.</p><p></p><p>Thats why the healing rules for the crit effects arent tied to hit point damage. Say that a 1st level fighter with 10 hit points is reduced to 0hp by a Serious critical. At the same time, a 10th level fighter with 70hp is also reduced to 0hp by a Serious crit. One <em>cure medium wounds</em> spell would have the 1st level fighter back on his feet in no time. It would take multiple <em>cure</em> spells to completely heal a high level character. If I base the healing on hp value only, its a lot easier for a low-level character to recover from a horrible injury! Thats not particularly fair to high-level characters--and when a crit system like this is put into effect, balance is a high priority! </p><p></p><p>Unfortunately, my technical writing skills arent as sharp as they should be for someone wanting to get into "the industry," and I dont know how to explain that well. Im good at monsters...not so great at rules descriptions.</p></blockquote><p></p>
[QUOTE="DnDChick, post: 52964, member: 54"] Also, one of the things that not clear in the description is that hit point damage from a critical is [i]separate[/i] from the critical effect. One email I got about the system is, "You're saying that, since minimum critical damage from a club is 2, my character with 68 hit points can take 2 points of damage from a critical and get a shattered skull? That's stupid!" Well...my reply was to him that it wasnt the 2 points of damage that shattered his skull...it was the critical. Crit effects have nothing to do with how many hit points you took, except when determining the value of any necessary Fortitude saves. The above character took 2 hit points of damage [i]and[/i] had his head caved in. The two points of damage didnt cave in his head; the critical did that. But because the Fort save for a 2-hp wound would only be 12, its likely that a high level character would resist the head-caving anyway. Thats why the healing rules for the crit effects arent tied to hit point damage. Say that a 1st level fighter with 10 hit points is reduced to 0hp by a Serious critical. At the same time, a 10th level fighter with 70hp is also reduced to 0hp by a Serious crit. One [i]cure medium wounds[/i] spell would have the 1st level fighter back on his feet in no time. It would take multiple [i]cure[/i] spells to completely heal a high level character. If I base the healing on hp value only, its a lot easier for a low-level character to recover from a horrible injury! Thats not particularly fair to high-level characters--and when a crit system like this is put into effect, balance is a high priority! Unfortunately, my technical writing skills arent as sharp as they should be for someone wanting to get into "the industry," and I dont know how to explain that well. Im good at monsters...not so great at rules descriptions. [/QUOTE]
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