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General Tabletop Discussion
*Dungeons & Dragons
Removing the Critical Hit, Using Exploding Dice
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<blockquote data-quote="Big J Money" data-source="post: 7854984" data-attributes="member: 70533"><p>Don't heed the undeserved skepticism. You will want to tweak, but it's not a big deal really; in fact it has some nice effects and can become a useful kit in your toolbox if you want to rework the game's damage values.</p><p></p><p>D4s are now now scrappier but not by enough to make them ever better than a d6. A d4's average damage goes up by about 0.63 damage per roll, while a d6 only goes up by 0.58. That's only a 0.05 damage relative increase, and the gap between then was already 1 full average damage.</p><p></p><p>However, 2d4 was already better than 1d8; but now it's <em>quite</em> better at an average of 6.26 damage -- that's close to d12 level of damage. So you will want to reserve multi rolls to things you want to do lots of damage. Spells become even deadlier; as does sneak attack -- these are not inherently bad.</p><p></p><p>Here, I'll take some of the heat off your post by explaining how I run crits in my game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> For every 5 higher an attacker rolls than the target's AC, the attacker gains 1 stack of crit damage in addition to regular damage. Crit damage is the attack's maximum damage by the dice.</p><p></p><p>So a fighter dual-wielding a longsword who normally does 1d10+3 damage and scores 2 stacks of crit damage would do 1d10+23 damage. Low vs high level matchups are absurdly lethal, and this was my intent.</p></blockquote><p></p>
[QUOTE="Big J Money, post: 7854984, member: 70533"] Don't heed the undeserved skepticism. You will want to tweak, but it's not a big deal really; in fact it has some nice effects and can become a useful kit in your toolbox if you want to rework the game's damage values. D4s are now now scrappier but not by enough to make them ever better than a d6. A d4's average damage goes up by about 0.63 damage per roll, while a d6 only goes up by 0.58. That's only a 0.05 damage relative increase, and the gap between then was already 1 full average damage. However, 2d4 was already better than 1d8; but now it's [I]quite[/I] better at an average of 6.26 damage -- that's close to d12 level of damage. So you will want to reserve multi rolls to things you want to do lots of damage. Spells become even deadlier; as does sneak attack -- these are not inherently bad. Here, I'll take some of the heat off your post by explaining how I run crits in my game :) For every 5 higher an attacker rolls than the target's AC, the attacker gains 1 stack of crit damage in addition to regular damage. Crit damage is the attack's maximum damage by the dice. So a fighter dual-wielding a longsword who normally does 1d10+3 damage and scores 2 stacks of crit damage would do 1d10+23 damage. Low vs high level matchups are absurdly lethal, and this was my intent. [/QUOTE]
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Removing the Critical Hit, Using Exploding Dice
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