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*Dungeons & Dragons
Probability, Critical Hits, and the Illusion of Importance
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<blockquote data-quote="tetrasodium" data-source="post: 8757645" data-attributes="member: 93670"><p>While I agree with literally everything in this post 100% it also illustrates the trouble with the change being floated with the GM side of it a black box of unknown size shape & mass. It's entirely possible to remove crits from monsters and replace the d20 roll20 with a new mechanic that shifts the unknown <em>and</em> builds tension/excitement.. <strong>if done well</strong>.</p><p> </p><p>Lots of ttrpgs use a system where the gm has a point pool they can use to fuel various things, such a thing would allow the other side to expand the suspense and be meaningful. Lets say the new monster crit range is 20 to 20-[average party level-monster CR]. </p><p>[spoiler="That gives these hypotheticals"]</p><p>"APL"=average party level</p><p>crot generates a point for the pool</p><ul> <li data-xf-list-type="ul">APL1: cr1/4 mooks - mooks crit on 19-20</li> <li data-xf-list-type="ul">APL1: cr1 bbeg -bbeg crits on 20-20</li> <li data-xf-list-type="ul">APL5: cr1 mooks - Mooks crit on <strong>16</strong>-20</li> <li data-xf-list-type="ul">APL5: cr4 bbeg - bbeg crits on a 19-20</li> <li data-xf-list-type="ul">APL10: cr8 bbeg - bbeg crits on an 18-20</li> <li data-xf-list-type="ul">APL10: cr3 mooks - mooks crit on <strong>13</strong>-20</li> <li data-xf-list-type="ul">APL15: cr12 bbeg - bbeg crits on 17-20</li> <li data-xf-list-type="ul">APL15: cr4 mooks - Mooks crit on <strong>9</strong>-20</li> <li data-xf-list-type="ul">APL20: cr15 bbeg - bbeg crits 15-20</li> <li data-xf-list-type="ul">APL20: cr4 mooks - Mooks crit on<strong> 4</strong>-20</li> </ul><p>[/spoiler] <ul> <li data-xf-list-type="ul"></li> </ul><p><strong>In all of those examples assume that a crit adds a point to a pool the GM can spend on <em>any</em> monster. </strong> Currently mooks that far below the party effectively serve no purpose beyond occupying a square & can be ignored to immediately burn down the bbeg. Under a shift like this though it becomes critically important to disable & burn down the mooks immediately because they are powering the beholder rays/dragon breath/troll smash/etc & probably powering it incredibly often even if it takes more than a single point from the GM's pool. Those adds to the excitement & tension because the bbeg is absolutely shouldn't be ignored due to having bbeg powers but the mooks can't be ignored due to fueling the bbeg <em>and</em> having their own easily recoverable generic powers(below).</p><p></p><p>That might sound good on papoer if players only fought high CR stuff with recharge abilities but it's a tiny fraction of monsters with those & mook grade monsters almost never have them of they have rather meaningless ones. This can be corrected with a wide array of generic powers the GM can pull from. These could be anything from quantum potions & spell scrolls chosen at the same time the GM invokes them to more specific maneuvers like automatically hitting/interrupting spellcasting/ dragging a PC X feet/etc. </p><p></p><p> The players know what's behind door number 3 marked "bbeg the dragon", but door number 1 & 2 are always a shrodinger's cat even if there are limits like "the GM ability can only use this ability once per combat/round" or "the cost to use this ability doubles each time used per round" & "choosing the same potion/spell more than N times per combat is not possible"</p><p><strong></strong></p><p><strong>Of course if 5e is anything to go by I wouldn't be at all surprised if the other side was "when the GM rolls a 20 on a d20 test with a monster that has a recover on 5-6 ability it automatically recovers at the end of the turn even if the d6 roll was not 5-6"</strong></p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8757645, member: 93670"] While I agree with literally everything in this post 100% it also illustrates the trouble with the change being floated with the GM side of it a black box of unknown size shape & mass. It's entirely possible to remove crits from monsters and replace the d20 roll20 with a new mechanic that shifts the unknown [I]and[/I] builds tension/excitement.. [B]if done well[/B]. Lots of ttrpgs use a system where the gm has a point pool they can use to fuel various things, such a thing would allow the other side to expand the suspense and be meaningful. Lets say the new monster crit range is 20 to 20-[average party level-monster CR]. [spoiler="That gives these hypotheticals"] "APL"=average party level crot generates a point for the pool [LIST] [*]APL1: cr1/4 mooks - mooks crit on 19-20 [*]APL1: cr1 bbeg -bbeg crits on 20-20 [*]APL5: cr1 mooks - Mooks crit on [B]16[/B]-20 [*]APL5: cr4 bbeg - bbeg crits on a 19-20 [*]APL10: cr8 bbeg - bbeg crits on an 18-20 [*]APL10: cr3 mooks - mooks crit on [B]13[/B]-20 [*]APL15: cr12 bbeg - bbeg crits on 17-20 [*]APL15: cr4 mooks - Mooks crit on [B]9[/B]-20 [*]APL20: cr15 bbeg - bbeg crits 15-20 [*]APL20: cr4 mooks - Mooks crit on[B] 4[/B]-20[/LIST][/spoiler][LIST] [/LIST] [B]In all of those examples assume that a crit adds a point to a pool the GM can spend on [I]any[/I] monster. [/B] Currently mooks that far below the party effectively serve no purpose beyond occupying a square & can be ignored to immediately burn down the bbeg. Under a shift like this though it becomes critically important to disable & burn down the mooks immediately because they are powering the beholder rays/dragon breath/troll smash/etc & probably powering it incredibly often even if it takes more than a single point from the GM's pool. Those adds to the excitement & tension because the bbeg is absolutely shouldn't be ignored due to having bbeg powers but the mooks can't be ignored due to fueling the bbeg [I]and[/I] having their own easily recoverable generic powers(below). That might sound good on papoer if players only fought high CR stuff with recharge abilities but it's a tiny fraction of monsters with those & mook grade monsters almost never have them of they have rather meaningless ones. This can be corrected with a wide array of generic powers the GM can pull from. These could be anything from quantum potions & spell scrolls chosen at the same time the GM invokes them to more specific maneuvers like automatically hitting/interrupting spellcasting/ dragging a PC X feet/etc. The players know what's behind door number 3 marked "bbeg the dragon", but door number 1 & 2 are always a shrodinger's cat even if there are limits like "the GM ability can only use this ability once per combat/round" or "the cost to use this ability doubles each time used per round" & "choosing the same potion/spell more than N times per combat is not possible" [B] Of course if 5e is anything to go by I wouldn't be at all surprised if the other side was "when the GM rolls a 20 on a d20 test with a monster that has a recover on 5-6 ability it automatically recovers at the end of the turn even if the d6 roll was not 5-6"[/B] [/QUOTE]
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