AbeTheGnome said:It concerns me that there's next to nothing that a knife-wielder or an archer can do to really deal damage with a single attack. The case in point above was a Rogue, who has the SA option, but a knife Fighter can do no more than 1d4+str with a dagger (you can't even use PA with light weapons). This is not only unrealistic, it does a poor job at modeling cinematic combat. Think about Benicio del Toro's character in The Hunted. A skilled fighter can kill someone with a knife, with one or two precision strikes.
I agree as well. And would also add the cinematic and real world stab in the back by a trusted associate. A dagger stab between the collar bones should take almost any human down.
I've been toying with a variant WP/VP system. I know everyone seems to have a big problem with WP/VP, but since I haven't played SWd20, I guess they're not ruined for me. The system would work this way: if the attack roll beats a targets AC (Defense Class, in my system) by a margin of 20, the attack is a critical hit. Weapons with a higher crit range provide an attack bonus. For instance, daggers have a +1 to hit. Critical hits would do CON damage. Weapons with a x2 multiplier would deal normal damage (i.e. a longsword still deals 1d8, but it's reduced from CON). Weapons with x3 critical multipliers would deal x2 damage instead, and weapons with x4 multipliers would deal x3.
It sounds similar to what I do. In addition to "HP", player's get Critical Damage Point (CDP). CDP are basically CON/3 +1, with maybe another +1 here or there based on class, species, etc. CDP don't go up with level and are very hard to increase but might add in a feat to do increase. Critcal hits can damage directly CDP (when CDP=0 dead or dying) or inflict multiples of damage.
Similar to what you propose, the chance to even get a critical hit is not a straight %, but is related to how well you can hit. This is similar to your idea about rolling over by a margin of 20. If I understand what you propose, low level creature don't have the same critical hit chance as a high level creature, thus removing the dreaded critical hits really favoring the monsters problem. I think that is a good thing.
Wow, sounding even more like what I do. Armor as DR, being harder to hit based on level basically.Keep in mind that this system would work in conjunction with other variant systems. Armor would give a DR value equal to its armor bonus, and would have no effect on AC (crits would bypass DR). PCs would be granted a Class Defense Bonus (based on REF saves, not BAB). The system is still very experimental, but it's aimed at solving these problems: excessively bold players who fight before they think, a single blow not being able to take down a character, and an inability to model realistic or cinematic combat. Please, give me constructive criticism.
I don't have criticals bypass armor DR. Instead you have the following options if you get a critical hit: (1) apply damage to CDP; (2) choose location of hit but do normal damage agasinst HP(very good if they have an unarmored portion); (3) have attack do x2 damage but against HP; and at GM discretion (4) follow through attack, if the attack kills the first opponent and there is a second right near by, extra damage applied to second target.