|
5 years ago ::
Jan 04, 2008 - 11:10PM
#41
|
|
|
One of the things to hinge on this is weapons and magic will have other effects on a critted target. Like stunning, hamstringing, sickening, weakening, knockback or trip. Thats just speculation but i think it will do that, and it'd be simple and offer great customization to character
|
|
|
|
5 years ago ::
Jan 04, 2008 - 11:14PM
#42
|
Date Joined:
May 11, 2004
|
Heh. Turns out I am psychic. MY group was playing with the new basic critical hit mechanic (a 20 deals max damage) as a house rule waaaaaaay back in 2nd edition.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 11:15PM
#43
|
Date Joined:
Nov 13, 2003
|
I like it. Everybody who's played a lot of 3E has seen this scenario many times: you get a critical hit on the monster, but your "double damage" roll sucks and results in doing less than your average damage. Max damage removes this disappointing occurrence from the game, and makes it more fun IMO. Now, while you can deal max damage with a normal attack roll, your average damage is often closer to half that (depending on damage modifiers), so a crit is still going to do significantly more damage than an average attack, and is still going to have the in-game excitement of hitting something really hard.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 11:17PM
#44
|
Date Joined:
Nov 30, 2003
|
"Faster games don't equate to better games.
It is more suspenseful and exciting to have critical hits be a quasi-separate die roll. This allows the excitement of the first combat roll (do I hit?), the excitement of possibly making a critical hit (do I crit?), and finally, how much did I beat the snot out of him?"
By that logic, having to confirm the confirmation would be even more suspenseful.
I'd rather just have my crits be better than normal damage than have to roll again just to find out that nothing special happened.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 11:19PM
#45
|
|
|
The streamlining is nice, but I have to wonder how much a difference max damage will make at higher levels. If (and this is, of course, a big if) weapon damage looks similar to how it did in 3.5, at higher levels melee characters seem to rely more on flat bonuses than dice for bonus damage - that means that the extra few points from rolling max damage on your one or two dice starts looking rather paltry.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 11:37PM
#46
|
Date Joined:
Aug 16, 2005
|
I like the simplicity. Also I think that wizards underestimated the power of the multiplier. It was just too much.
Also, just like with one of the Book of Nine Sword powers, crit ranges work weird with 're-hit' powers. A crit threat range of 18-20 with a reroll threatens 27% of the time. It gets worse as you go on, a keen scimitar with that sort of reroll could crit 51% of the time.
The previewed elf power would make elves almost always gravitate towards high threat range weapons. It would be out of whack with the elf power. Now if an elf needs a crit badly.. the chance is a more reasonable 9.75%.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 11:46PM
#47
|
Date Joined:
Sep 12, 2004
|
It's actually the fluff of crits I'm looking forward to. As it's supposed to be precision damage from strikeing a target in a vulnerable point, and spells can now crit....I just can't wait to hit some sap goblin in the junk with a well placed fireball....aint no ointment for that crotch burn Mr. Green Jeans....
|
|
|
|
5 years ago ::
Jan 04, 2008 - 11:52PM
#48
|
Date Joined:
Sep 11, 2002
|
I think that people need to keep in mind that any attack, including spells and paladin smites, can crit now. Since Paladin smites already have a x2 modifier built into them, adding on another modifier of x2 with a crit would push things a bit out of control.
Since I played a Wizard before, I can also attest that there is big difference between average damage and max damage when rolling damage for a Fireball. So, I like the maximized damage aspect to 4E crits.
|
|
|
|
5 years ago ::
Jan 05, 2008 - 12:05AM
#49
|
|
|
Crits simply being a "max" damage result IMO are unsatisfactory. Maybe weapons should get bonus damage based off of their sized i.e +2 for light weapons +4 for large weapons....or maybe just have all weapons do x1.5 damage. It's not much more but it is more meaningful than "max" damage.
|
|
|
|
5 years ago ::
Jan 05, 2008 - 12:16AM
#50
|
Date Joined:
Aug 28, 2007
|
Frankly new crit system is a bad joke. Even in old system effect of critical hits were marginal on average damage output (maybe around 5% on average, 15% for crit focused characters) only meaningful effect they had on combat were damage spikes that added to unpredictability and danger to combat (good things overall). Now that they removed that effect what is the point of having crit hit system at all? Really take typical longsword 1d8 damage gaining only pathetic +3.5 average damage bonus on crit, averaging damage bonus of less then +0.2 on all attacks. In fact player would get critical effect in 1/8 of the attacks by rolling his 1d8 damage dice, what is significance of gaining it again on 1/20. Why even bother with separate set of rules for overall such insignificant effect, if that is what they wanted they should have thrown out critical hits entirely thus simplifying the rules and saving the space in books for rules that will actually affect the game. Also I cannot pas and not to comment on infantile rationale behind removing crit confirmation roll. Sure failing that roll sucks, but so does failing any other roll! If we push such “reasoning” to its obvious conclusions we should dispose with all rolls and make all actions automatic success, that would speed up combat and sure please all the childish instant gratification #$%&.
|
|
|