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General Tabletop Discussion
*Dungeons & Dragons
Spells Without Attack Rolls: Can they Critically Hit?
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<blockquote data-quote="jrowland" data-source="post: 6709087" data-attributes="member: 94389"><p>Yes, thats the trade off: Spike (low or high) or consistency. I think the crits for melee/ranged are fine for swingyiness, and for save spells, a consistent "better" result on a crit (failed save) feels better. Ultimately it came down to at the table work: So I roll damage once, they all save/fail as usual but one guy who rolls a 1. So now I re-roll all those dice again? Bah, just do max and call it done. Especially since success means half damage.</p><p></p><p>Btw, I should have mentioned a "crit" success save usually means min damage as well at my table. In either case, I let Players come up with a cool narrative on how they pulled it off or failed so miserably. An 8hp Fireball (min damage due to Nat 20 on save) was described as</p><p></p><p> "Well, I just killed 5 dudes then ran up 3 flights of stairs, I am so sweaty it flashed burned the sweat but I am ok, like walking on hot coals. The 8 dmg is from hot metal and non-sweaty parts." Another time (flame strike I think), PC rolled Nat 20 and had a "unholy item from some unknown god" This was 3E and we were doing RttToEE and the unknown god was Tharzidun and these were Doomsayers. The Player said, "How about this unholy item protected me? Lets say its an item of Tharizdun." Sure, fine, but it gets turned to slag (ie one time deal). </p><p></p><p>That sort of thing really helps bring in the RP.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6709087, member: 94389"] Yes, thats the trade off: Spike (low or high) or consistency. I think the crits for melee/ranged are fine for swingyiness, and for save spells, a consistent "better" result on a crit (failed save) feels better. Ultimately it came down to at the table work: So I roll damage once, they all save/fail as usual but one guy who rolls a 1. So now I re-roll all those dice again? Bah, just do max and call it done. Especially since success means half damage. Btw, I should have mentioned a "crit" success save usually means min damage as well at my table. In either case, I let Players come up with a cool narrative on how they pulled it off or failed so miserably. An 8hp Fireball (min damage due to Nat 20 on save) was described as "Well, I just killed 5 dudes then ran up 3 flights of stairs, I am so sweaty it flashed burned the sweat but I am ok, like walking on hot coals. The 8 dmg is from hot metal and non-sweaty parts." Another time (flame strike I think), PC rolled Nat 20 and had a "unholy item from some unknown god" This was 3E and we were doing RttToEE and the unknown god was Tharzidun and these were Doomsayers. The Player said, "How about this unholy item protected me? Lets say its an item of Tharizdun." Sure, fine, but it gets turned to slag (ie one time deal). That sort of thing really helps bring in the RP. [/QUOTE]
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Spells Without Attack Rolls: Can they Critically Hit?
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