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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="EzekielRaiden" data-source="post: 9712834" data-attributes="member: 6790260"><p>I guess I don't understand why "3:200" is desirable here, but given you specifically set them up to be stronger, I guess that's fair. D&D overall aims for much more common but not nearly so dramatic crits.</p><p></p><p>And yes, I grant that this change does away with the rare but extra impressive crits. That's the necessary trade-off. Can't win 'em all. I personally think that simplicity, efficacy (crits <em>always</em> feel strong) being at least <em>kinda-sorta</em> tradition-like, </p><p></p><p>You could, of course, then tack on another rule if you want to still have some impressive crits. That's the final piece of 4e's crit rules (which I would not have expected 5e to copy). Specifically, you get some bonus d6s equal to the enhancement bonus of the weapon you're using, at least in 4e. So if you have a +3 weapon, when you crit with it, you maximize that attack's damage dice, <em>and then</em> roll 3d6. (This also makes up for the missing (Y<strong>+1</strong>) part from the equation above, incidentally.) That <em>could</em> result in an extremely impressive crit....or merely a really solid one if you roll poorly on those d6's.</p><p></p><p>For your stuff, perhaps indefinitely exploding d6s would be better (or "very high cap", e.g. like max of 10d6 bonus). That is, roll a 6, you get to roll another die, keep doing that until you roll something that isn't 6. You can theoretically do a bazillion damage, so there's still that roulette-like element I know you prioritize, but even if you roll a 1 on that first (and thus only) d6, you still got a solid baseline. Every crit matters, but some will matter A LOT.</p><p></p><p>Naturally, I imagine such rules would also apply to creatures attacking PCs.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9712834, member: 6790260"] I guess I don't understand why "3:200" is desirable here, but given you specifically set them up to be stronger, I guess that's fair. D&D overall aims for much more common but not nearly so dramatic crits. And yes, I grant that this change does away with the rare but extra impressive crits. That's the necessary trade-off. Can't win 'em all. I personally think that simplicity, efficacy (crits [I]always[/I] feel strong) being at least [I]kinda-sorta[/I] tradition-like, You could, of course, then tack on another rule if you want to still have some impressive crits. That's the final piece of 4e's crit rules (which I would not have expected 5e to copy). Specifically, you get some bonus d6s equal to the enhancement bonus of the weapon you're using, at least in 4e. So if you have a +3 weapon, when you crit with it, you maximize that attack's damage dice, [I]and then[/I] roll 3d6. (This also makes up for the missing (Y[B]+1[/B]) part from the equation above, incidentally.) That [I]could[/I] result in an extremely impressive crit....or merely a really solid one if you roll poorly on those d6's. For your stuff, perhaps indefinitely exploding d6s would be better (or "very high cap", e.g. like max of 10d6 bonus). That is, roll a 6, you get to roll another die, keep doing that until you roll something that isn't 6. You can theoretically do a bazillion damage, so there's still that roulette-like element I know you prioritize, but even if you roll a 1 on that first (and thus only) d6, you still got a solid baseline. Every crit matters, but some will matter A LOT. Naturally, I imagine such rules would also apply to creatures attacking PCs. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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