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General Tabletop Discussion
*Dungeons & Dragons
What Exactly Is A Critical Hit?
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<blockquote data-quote="Gorg" data-source="post: 8213884" data-attributes="member: 7029501"><p>We always did more or less, a combination of the above. Combat really wasn't narrated- except for highlights. The Pro wrestling stagger is as good an analogy as I've seen.</p><p></p><p> The regular hits we looked at mostly as general battering, nicks, etc. What happens in any good boxing match- or fistfight- wearing each other down, inflicting minor- but painful- damage, getting in their head etc until eventually one fighter gets tired or loopy- and "fatal" damage is inflicted.</p><p></p><p> Critical hits are akin to those uppercuts, right crosses, haymakers, and jabs which DO land right where you aimed them. Or that lucky wild swing that catches the other guy at just the wrong moment. That one HURT. And the crowd all went "WHOAAAAAAAAAHHHHHH!!!"</p><p></p><p> We DID narrate the crits that ended someone, or dropped them to a handful of hp. That just made it more fun and exciting. Players were encouraged to describe just what they did, and our DM would ham it up. Like a free called shot.</p><p></p><p> That's as deep as we ever got into it. Our table rule was natural 20= double damage. Not roll twice then add modifiers, double damage. A nat 1 was a critical fumble. Or, as the internet would put it: an epic derp. (think about what might happen if that full power swing with your sword or warhammer were to miss and slam into the stone wall. At best, the painful vibrations would cause you to lose your grip on it- at worst, the blade might shatter) Again, we used this variant to add flavor and dramatic tension. I had a fighter once, who had to resort to using iron spikes as weapons when his sword shattered, lol. (we always imagined them as being like railroad spikes, not pitons) The table didn't let him or ME, live that down for quite a while.</p></blockquote><p></p>
[QUOTE="Gorg, post: 8213884, member: 7029501"] We always did more or less, a combination of the above. Combat really wasn't narrated- except for highlights. The Pro wrestling stagger is as good an analogy as I've seen. The regular hits we looked at mostly as general battering, nicks, etc. What happens in any good boxing match- or fistfight- wearing each other down, inflicting minor- but painful- damage, getting in their head etc until eventually one fighter gets tired or loopy- and "fatal" damage is inflicted. Critical hits are akin to those uppercuts, right crosses, haymakers, and jabs which DO land right where you aimed them. Or that lucky wild swing that catches the other guy at just the wrong moment. That one HURT. And the crowd all went "WHOAAAAAAAAAHHHHHH!!!" We DID narrate the crits that ended someone, or dropped them to a handful of hp. That just made it more fun and exciting. Players were encouraged to describe just what they did, and our DM would ham it up. Like a free called shot. That's as deep as we ever got into it. Our table rule was natural 20= double damage. Not roll twice then add modifiers, double damage. A nat 1 was a critical fumble. Or, as the internet would put it: an epic derp. (think about what might happen if that full power swing with your sword or warhammer were to miss and slam into the stone wall. At best, the painful vibrations would cause you to lose your grip on it- at worst, the blade might shatter) Again, we used this variant to add flavor and dramatic tension. I had a fighter once, who had to resort to using iron spikes as weapons when his sword shattered, lol. (we always imagined them as being like railroad spikes, not pitons) The table didn't let him or ME, live that down for quite a while. [/QUOTE]
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What Exactly Is A Critical Hit?
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