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Removing the Critical Hit, Using Exploding Dice
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<blockquote data-quote="Charlaquin" data-source="post: 7854793" data-attributes="member: 6779196"><p>Yeah, I’m not a fan of critical hit rules. Statistically speaking, they hurt the players more than they help. But, players have a natural expectation that rolling the highest number possible should have some kind of extra benefit, and there’s value in that little rush the players get when they roll that natural 20. Exploding damage dice might have a similar result in terms of damage output while decoupling the strength of the hit from the attack roll, but for me the critical hit rules aren’t about the extra damage they provide, they’re about the thrill of the lucky roll. If I could remove the extra damage on a crit without taking the wind out of the players’ sails when the occasional natural 20 comes up, I probably would.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7854793, member: 6779196"] Yeah, I’m not a fan of critical hit rules. Statistically speaking, they hurt the players more than they help. But, players have a natural expectation that rolling the highest number possible should have some kind of extra benefit, and there’s value in that little rush the players get when they roll that natural 20. Exploding damage dice might have a similar result in terms of damage output while decoupling the strength of the hit from the attack roll, but for me the critical hit rules aren’t about the extra damage they provide, they’re about the thrill of the lucky roll. If I could remove the extra damage on a crit without taking the wind out of the players’ sails when the occasional natural 20 comes up, I probably would. [/QUOTE]
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Removing the Critical Hit, Using Exploding Dice
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