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Switch to Forum Live View New Article: It's Beginning to Look a Lot Like Crit-Mas
5 years ago  ::  Jan 04, 2008 - 8:58PM #31
Burrytar
Date Joined: Nov 18, 2007
Posts: 248
It seems characters who do crit will lose an average crit damage of number of dice + damage modifier. It doesn't matter how big the dice are; the loss is the same. Of course, that's not counting the high crit weapons or the fact that characters will crit slightly more often.

While nothing about this seems too unbalanced, what's the point of having a crit now if you aren't crit-specialized? You might as well make it so that no one can crit unless they have a crit-specialized weapon or ability. If you are going to simplify something, then remove it altogether where it has become meaningless.
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5 years ago  ::  Jan 04, 2008 - 9:23PM #32
PHGraves
Date Joined: Oct 19, 2006
Posts: 32
Looking at this another way, they seriously amped the critical hit range of non-magical shuriken (granting that their damage stays at 1d2):

If a player needs a 14+ to hit and automatically does max damage on a 20, that gives us a (1 + (6/2))*5 = 20% chance of max damage. In 3.5, this would equate to a threat range of 17-20 with automatic threat confirmation.



While I expect (and hope) there will be many feats/abilities/enchantments that come into play on a 20, this new incarnation has sucked the excitement out of critical hits (I can no longer bring myself to capitalize the term).
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5 years ago  ::  Jan 04, 2008 - 9:29PM #33
Arthurh3535
Date Joined: Dec 20, 2003
Posts: 1
While only max damage is a bit 'un-flashy' I do think putting a good cap on damage multipliers is very important.

Streamlined combat is always good, which is why even White Wolf is moving to DVs and less opposed rolling.

An idea to make critical 'neat but not over powered' would be to only allow the magical damage bonus of your weapon to be doubled. Still a flat number and makes magic weapons important without being overkill.
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5 years ago  ::  Jan 04, 2008 - 9:31PM #34
NedTheDestroyer
Date Joined: Jul 6, 2005
Posts: 6
Versatile

Personally right now I think that it sounds like a weapon that can be used as an off hand weapon when dual wielding without penalty.

Just a thought.
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5 years ago  ::  Jan 04, 2008 - 9:41PM #35
t3nk3n
  • Dragon Slayer
Date Joined: Aug 22, 2007
Posts: 44

Versatile

Personally right now I think that it sounds like a weapon that can be used as an off hand weapon when dual wielding without penalty.

Just a thought.


My guess is that versatile means can be used as either a one or two-handed weapon.

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5 years ago  ::  Jan 04, 2008 - 9:58PM #36
hakkenshi
Date Joined: Sep 5, 2007
Posts: 160
The thing with damage multipliers on crits is that they would be insane since characters gain +1/2 character level on damage...

Granted, the excitement of the crit is lesser, but I'll reserve judgement until I see more about how the game works.
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5 years ago  ::  Jan 04, 2008 - 10:31PM #37
Darth_Cyric
Date Joined: Jun 15, 2007
Posts: 256

The thing with damage multipliers on crits is that they would be insane since characters gain +1/2 character level on damage...


Has THIS been confirmed? I know it's likely, and was even perhaps hinted at in the Paladin Smites article, but still...

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5 years ago  ::  Jan 04, 2008 - 10:42PM #38
Burrytar
Date Joined: Nov 18, 2007
Posts: 248
At worst, the a crit under 3.5 rules is like a single extra attack. That's nothing more than an attack of opportunity would get you. That's not unreasonable, nor is it wildly unpredictable. It only stacks up to insane amounts when a character crits too often, such as when they get multiple crits in a round, or when they crit a multiple-dice attack.

The proposed 4e system allows a character to crit even more often. And, from previous info, it allows spellcasters to crit their spells, which have traditionally tended to involve multiple-dice more often. In other words, taking away the damage modifier is a bandage for what is actually a worse system.

Maybe they should make crits a per-encounter opportunity. As in, the first 20 you roll, that's your crit for the encounter. (Crit-specialized characters may have abilities that give them multiple crit-opportunities per encounter.)
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5 years ago  ::  Jan 04, 2008 - 10:50PM #39
Nelyo
Date Joined: Jul 25, 2003
Posts: 971
I kind of like max damage on a crit. Just tonight during a game someone got a crit and did less damage than they do on average because of poor rolls. How "realistic" is a crit system where someone can hit someone in a vital spot and do less than on their normal attack the previous round? True, sometimes you'll roll max damage on a normal hit and have an effect equal to a crit, but that doesn't take into account special procs that we know will be there.

I also like how this makes your weapon die more important. You can stack so much bonus damage in 3.5 that the actual die you roll for the weapon is irrelevant. This creates the possibility that a crit specialist might go for a 1d10 as opposed to a 1d6+2, even though the average damage is the same and the 1d6+2 is more reliable on normal hits.
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5 years ago  ::  Jan 04, 2008 - 11:02PM #40
Xeviat-DM
Date Joined: Jan 20, 2002
Posts: 1,587
My only hope is that rogues and characters who wield daggers and other small weapons have ample amounts of abilities which trigger on critical hits; cause critting for 4+str damage would feel very wimpy to me.
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