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<blockquote data-quote="Amaroq" data-source="post: 5103000" data-attributes="member: 15470"><p>You're welcome - an example of the community at its best, I hope, to counter some of your other experiences?</p><p></p><p>No shame needed re: the defender. Its actually a problem <em>with the RAW, too</em>.</p><p></p><p>Basically, dishing out a critical hit is fun, but taking a critical hit isn't. Sure, the game needs to be balanced, so you want both monsters and PC's to have crits.</p><p></p><p>But, the defender has the same problem by RAW, its just not as magnified:</p><p></p><p>My fighter winds up out front, facing the melee attackers, which more often than not attack AC .. so I've got a bunch of "buffs" to AC, whether magical armor, powers from weapons, feats, paragon path buffs, etc. So, it literally gets to a point where a lot of monsters hit me on, say, an 18+. Now, I'm still trying to draw as many attacks as possible, and I'm only getting hit, what, 15% of the time? ... But when I do get hit, <strong>33% of the time its a critical</strong>.</p><p></p><p>The math is right, and since the RAW crit doesn't do anything more than reduce hit points, which I have a lot of .. its not too overbalancing ..</p><p></p><p>.. but it misses "fun" by a wide margin, because it basically feels like I'm either getting missed or getting crit'ted.</p><p></p><p> . . . </p><p></p><p>That's how we wound up on our crit system, which I suppose I ought to get around to posting in full - but that logic is the origin for the "tell a story" idea, with the severity of the "story" effect depending on the DM's evaluation of the situation and the opponent.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5103000, member: 15470"] You're welcome - an example of the community at its best, I hope, to counter some of your other experiences? No shame needed re: the defender. Its actually a problem [i]with the RAW, too[/i]. Basically, dishing out a critical hit is fun, but taking a critical hit isn't. Sure, the game needs to be balanced, so you want both monsters and PC's to have crits. But, the defender has the same problem by RAW, its just not as magnified: My fighter winds up out front, facing the melee attackers, which more often than not attack AC .. so I've got a bunch of "buffs" to AC, whether magical armor, powers from weapons, feats, paragon path buffs, etc. So, it literally gets to a point where a lot of monsters hit me on, say, an 18+. Now, I'm still trying to draw as many attacks as possible, and I'm only getting hit, what, 15% of the time? ... But when I do get hit, [b]33% of the time its a critical[/b]. The math is right, and since the RAW crit doesn't do anything more than reduce hit points, which I have a lot of .. its not too overbalancing .. .. but it misses "fun" by a wide margin, because it basically feels like I'm either getting missed or getting crit'ted. . . . That's how we wound up on our crit system, which I suppose I ought to get around to posting in full - but that logic is the origin for the "tell a story" idea, with the severity of the "story" effect depending on the DM's evaluation of the situation and the opponent. [/QUOTE]
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