overgeeked
B/X Known World
Absolutely."Remember: clarity when you want your players to think, and obfuscation when you want your players to feel."
Absolutely."Remember: clarity when you want your players to think, and obfuscation when you want your players to feel."
The fun observation here is that the difference between the two comes entirely from the fact that the static bonus is not doubled for the crit. Otherwise, doubling the dice (and thus the expected value of a single hit) on a 20 yields the same expected damage as a +1 to hit and no crits. A character without a damage bonus at all (like with a strength 10-11) would have the same expected damage value using either table.Personally, I am all for removing critical hits from D&D entirely.
The "20" means nothing more than success as attacks are binary: you hit or you miss. Damage is more important IMO.
With the assumed attack probability of 65%, doubling the damage dice on a natural 20 is less meaningful overall than a +1 to the attack roll. For example: assume you hit on an 8 or better (65%), dealing 1d8+5 damage:
View attachment 259880
Yep, that is precisely the case.The fun observation here is that the difference between the two comes entirely from the fact that the static bonus is not doubled for the crit. Otherwise, doubling the dice (and thus the expected value of a single hit) on a 20 yields the same expected damage as a +1 to hit and no crits. A character without a damage bonus at all (like with a strength 10-11) would have the same expected damage value using either table.
But there's more going on here in the game than just assigning damage to targets. There is tension and excitement that is created by The Unknown, and these things are a huge part (maybe even the biggest part) of playing a tabletop roleplaying game. Removing even a tiny bit of randomness from the game will remove an equal amount of that tension and suspense, and that would make the game less fun to me.Personally, I am all for removing critical hits from D&D entirely.
The "20" means nothing more than success as attacks are binary: you hit or you miss. Damage is more important IMO.
This accomplishes a couple things which are beneficial IME:
The rolls are still unknown. My system just transfers the excitement from the attack roll to the damage roll.There is tension and excitement that is created by The Unknown, and these things are a huge part (maybe even the biggest part) of playing a tabletop roleplaying game.
I can understand your concern, but all I can say is from my group's experience. NONE of us miss the critical hit on the natural 20. We all prefer the critical damage rules we use. I've shared them with other groups, and they sound better to them as well.Removing even a tiny bit of randomness from the game will remove an equal amount of that tension and suspense, and that would make the game less fun to me.
I can imagine a number of tables where the exploding dice resolution wouldn't fly too well, though. Rolling 2d4+Str may be occasionally disappointing compared to d4+d4+d4+d4 etc. But it doesn't come with an open-ended resolution time. And there's something to be said for knowing how many dice you're picking up to roll at the outset.It was pretty stellar when my PC did 21 points of damage using a torch as an improvised club (I rolled numerous 4's on the d4). IMO it was MUCH more exciting than if I had rolled a natural 20 for 2d4+STR damage. meh
Yes, that is exactly what I would argue. Fewer rolls = more predictable, and that can often mean less excitement. I like rolling max damage when I barely hit the target, outshining the crit-fishing Lucky Rogue if only for a moment. And I like it when an enemy's nat-20 ends up dealing less damage than his regular attack did. To my mind, the swingy, unpredictable nature of combat is best modeled by rolling attacks and damage separately.The rolls are still unknown. My system just transfers the excitement from the attack roll to the damage roll.
Now, you could argue that since you are always making attack rolls, but only rolling for damage following the hit, you have fewer rolls that are thus "exciting", but I would challenge that because this makes ALL damage rolls potentially critical damage, including save-based damage spells, and hazards such as falling. It also has no cap.
My players dearly love the critical hit rules. I think they would sooner give up D&D altogether, than give them up. So I found that the best way to handle the Critical Hit ConnundrumTM is to add options to it. When a player rolls a nat-20, they can choose to deal double damage as per the PHB, or they can choose to do a cinematic stunt.I can understand your concern, but all I can say is from my group's experience. NONE of us miss the critical hit on the natural 20. We all prefer the critical damage rules we use. I've shared them with other groups, and they sound better to them as well.
So, my advice is the same with every thing else when it comes to alternative systems: give it a try. If you don't like it, no harm done.![]()
While lower facet dice are more likely to explode, their expected value is always less than the next higher die.There's also the idea that dice with the fewest faces are the ones most likely to explode. While that may tend to keep damage down overall since a d4 that explodes is, well, it's still just a d4, it kind of sucks that hitting someone with a torch is more likely to explode than hitting them with a great axe.
That's cool. To each their own, of course! We love critical damage so much it has become one of our Golden House Rules for D&D.My players dearly love the critical hit rules. I think they would sooner give up D&D altogether, than give them up.
Just thought of a way to get your players to try out the new rules, just have them all play Fighters or Barbarians!My players dearly love the critical hit rules. I think they would sooner give up D&D altogether, than give them up. So I found that the best way to handle the Critical Hit ConnundrumTM is to add options to it. When a player rolls a nat-20, they can choose to deal double damage as per the PHB, or they can choose to do a cinematic stunt.
...speak for yourselfwe dont play this game to achieve mathematical satisfaction, we play it to role play fantasy characters.
This isn't an either-or.Debating the probability of critical hits seems to me a little like not seeing the trees for the wood (cliche deliberately inverted)
The impact of critical hits on the game isn't one that's intended to have a major game-balance effect over time (there are exceptions, like a Champion fighters' increased crit range etc, but I'm talking in general). It's intended to have an impact on the very tactical level of individual combats. The paladin gets a big critical smite off against the orc warlord and gets a moment of awesome, or the frost giant lands a crit on a PC and all of a sudden a previously routine random encounter turns desperate and tense in a hurry.
Averaging and the statistical analysis of damage over time smooths out these peaks and troughs by definition, and by design. That seems to me to be missing the point. Critical hit mechanics exist to bring the peaks and troughs into the game, because they're the sort of thing that creates in-game moments that you'll remember. Nobody looks back on a game rhapsodising about how their fighter averaged 0.5 hp more damage per hit over the course of the campaign by using a greatsword instead of a greataxe. They talk about the time the cleric was down to 2hp, out of healing and getting savaged by the remorhaz, when the ranger crit it in the eye with an arrow from across the map.
Rolling a critical is awesome...if your opponent is 1st level. Otherwise, it doesn't (formerly?) even feel exciting. Wasn't the 3e war axe a 3x critical weapon? Those were the days, back when a critical hit would do some decent damage.. . . In conclusion, it posits that the critical hit mechanic only exists to make you feel awesome and powerful, even though that is almost never the case numbers-wise.
With critical hits in D&D gaining traction in certain discussions, I'm curious what other folks might think. What are your thoughts?
This. Even though my games aren't combat focused, the whole party still goes into cheering mode when the paladin gets a crit smite on the bbeg. And the opposite - when a big baddie slams a fat crit on the fragile cleric/rogue multi the party holds their breath while the damage dice clatter.Critical hits are fun. Probability be damned.
And when the master of complicated subsystems says he doesn't like a complicated subsystem, that's kind of telling!This is precisely how and why I can get away with implementing the critical hit mechanic that I use in OD&D and OAD&D, systems which emphatically predicate the balance of their combats on not having critical hits (a mechanic that Gygax appears to have despised, as he never missed a chance to ridicule it mercilessly).
Since players love and expect critical hits, I give them a mechanic that looks powerful — on a natural 20 attack roll, they get to roll "corrected-exploding" damage dice. That is, they roll damage normally, and if they roll max damage, they subtract 1 point and roll again, repeating as often as they continue to roll maximum. The actual impact of this mechanic? No matter the die-size (it can be as small as d2 or as large as d-any-finite-integer), it increases the expectation value by +½ hp. So if a d6 damage weapon can be expected to deal 3.5 damage on a hit, a critical hit means an expected 4 damage. It's pure mathematical sleight of hand… and yet my players still love scoring critical hits on enemies, and they still cringe and sit on the edge of their seats whenever they suffer a critical hit at the hands of a foe.
I never explain the rationale behind the critical hit rules I use, and I have never once seen a player suss it out either.
And when the master of complicated subsystems says he doesn't like a complicated subsystem, that's kind of telling!
Removing even a tiny bit of randomness from the game will remove an equal amount of that tension and suspense, and that would make the game less fun to me.