|
5 years ago ::
Jan 04, 2008 - 6:23PM
#21
|
Date Joined:
Mar 20, 2001
|
Less math and less dice rolls means faster combat. 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?
The current game mechanics for critical hits is fairly straightforward and easy - never had a problem with neophytes learning them.
Again, faster doesn't mean better.
In fact, I would go so far as to say that anything that makes a game better cannot be written in any version of D&D, as it totally relies on the people playing the game - not the game mechanics.
 *****
|
|
|
|
5 years ago ::
Jan 04, 2008 - 6:35PM
#22
|
|
|
I'm going to miss the confirmation roll, but I got over rolling each round for initiative, so, meh.
However, I don't like the critical = max damage only. That's pretty sad, I could roll lousy to hit but still roll max damage without a critical anyways. I'd rather that a critical was an extra +1d6 or somesuch, with the x2, x3, and x4 modifiers replaced with +1d6, +2d6 and +3d6 respectively. Ah, come to think about it, rolling a critical and then following your 2d6 roll for damage up with a 2 sucks. Getting max + d6s sounds like the way to go...
On the other hand, if wizards are rolling handfuls of dice for attacks (like say, fireball), max damage on a critical isn't bad - but it would once again gimp the martial classes. Of course, they have said the wizard won't be rolling handfuls of dice, so we'll see how all this plays out.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 6:51PM
#23
|
Date Joined:
Jun 23, 2005
|
@Logan Bonner: you mentioned in your Design & Development article that you're looking forward to reading comments from people who liked the confirmation roll -- I am one of them, and here's why: they made crits feel truly special, because every "threat" was not a automatically guaranteed crit. For example, it seems that "minion"-level monsters can only hit high-level PCs with crits, which means that an average of one in twenty will not only hit your character but also inflict *maximum* damage. So, a 1st-level goblin cannot scratch you with its short sword anymore for 1 point? It feels a bit comical to me -- not to mention that like others have already pointed out, you can always roll maximum damage "naturally", so crits don't even feel that special anymore. And if one of the "design goals" in 4E was to make PCs rely *less* on magic items, why give crit-related abilities to magical weapons that would function without them? For some weird reason, I have believed that magical weapons in 4E don't have any "to hit" bonus, adding the "plusses" to damage only -- why not do the same with these "special abilities"? I mean, +6 Frost Damage (on a crit) would be a significant amount and could also impart some sort of "Freezing"-effect on the target. Yet you're correct that sometimes a single crit could turn the flow of battle, sometimes even taking out a PC or a monster with a single hit. Even so, I think that crits *should* be unpredictable and dangerous, and they *should*, occasionally, be also lethal. For one, it's realistic (and I like to have at least *some* sort of realism in D&D) in combat -- even a low-level PC should be able to take down an ogre or even a giant with a single hit, no matter how small that chance *actually* is. And I also like that when I'm fighting a horde of goblins, I don't suffer at least one automatical crit (and potentially "other effects" if all of them have levels in a "Heroic" Class) every round. On the other hand, I *could* be argued that monsters and PCs with high AC (Defenses) can only be hit by seeking a "vulnerable" spot and hence it'd be logical that every hit by low-level PCs against Dragons, for example, would be a crit. Yet all in all, in my opinion confirmation rolls make the system more unpredictable but more fun and exciting -- even when you rolled badly for damage. That's the way I see it both as a DM and player. You see, most of the time crits in 3E favoured the PCs -- after all, they had more Feats and Buffs at their disposal than most monsters or solitary NPCs. This was even more emphasized in 3.0 -- you could quite easily have a crit range of 12-20 or even less and build characters who could hit for 100+ points of damage with a crit or a right combination of Templates, Spells, Prestige Classes and Feats. 3.5 Edition did away with some of that, for example by prohibiting 'Keen'-effect stacking with Improved Critical. Besides, using Power Attack at high-levels ensured (more or less) that you didn't usually confirm a crit (at least against more dangerous monsters). 4E Crit System may result in faster game-play, but it also makes crits more boring and they'll have less impact on the battle. Is that a bad thing? Not automatically, but in my opinion it takes a lot of "tension" and excitement out of the game. As I suggested above, some sort of "special effects" (even without any Buffs, Buffs, Abilities, Talents, Feats, Weapon Tricks or Magic Items) would make them more interesting *if* every 20 is *not* an automatic Crit. Maybe you should overcome the 'Fort Defense' with your "threat" (or maybe it only affects 'Bloodied' beings?), or maybe there should be a confirmation roll on a natural 20? You see, in any case since these "passive" Defenses have replaced more "protagonist-friendly" Saving Throws, the system already exists. Speaking of this subject: has it ever occurred in playtesting that a single Area Spell or Breath Weapon has resulted in TPK when it has critted everyone? Because I see it being a more of a threat to everyone in the game than any "lucky" crit in battle, yet I'm not sure whether I have interpreted correctly that 4E spells, as attacks, must overcome every target's appropriate Defense or not? So, do you roll only once for a Spell/Breath Weapon and use that roll against every target, or do you roll separately for each target? In the former case, this would result in most spells cast by PCs either affecting everyone *or* affecting nobody -- I hope that this is not the case? Having maximized dice also helps out when you have multitarget attacks. You'll roll an attack roll against each target, so maximized dice keep you from needing to roll a bunch of dice over and over -- you can just write your crit damage on your character sheet for quick reference. I didn't just get this -- why not include a space for 'Crit' on the Character Sheet? You know, one "box" in the Weapon Statistics wouldn't be too much, and it would also remove the need to write down that damage each time you hit.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 7:07PM
#24
|
Date Joined:
Jun 25, 2001
|
The problem with no confirmation roll is that it actually benefits things with weak attack bonuses.
Say you've got a kobold that hits only on a 19 or 20. With a confirmation roll, he will only be critting on 5% of his hits. With auto-crit, half his hits are criticals. And if he can only hit on a natural 20, then *all* his hits are criticals. So he either crits you or he misses. That's weird.
And to compensate, they basically watered down criticals. Just having a weapon do max damage, means that a critical with a longsword adds +3.5 damage on average, and a greatsword critical adds +5. That's not really all that impressive at all, and it's almost to the point where you wonder why you're bothering to make a big deal out of natural 20s anyway.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 7:11PM
#25
|
Date Joined:
Jun 15, 2007
|
I think max damage +1d6 by default (nonmagical weapon) on a critical would be a good compromise, now that it's been mentioned.
Then an extra d6 on top of that for weapons with "high criticals" like what was described with the pick. And then extra d6s would stack with weapon enhancement bonus, like what seems to be proposed.
That would also sort of unify the damage increase mechanism with Sneak Attack or Skirmish bonuses.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 7:30PM
#26
|
Date Joined:
Aug 31, 2007
|
http://www.wizards.com/default.asp?x=dnd/drdd/20080104
Thought's anyone?
I, for one, love it! I am implementing ASAP at my gametable. Auto crit on a 20 was already widely assumed. I don't really like it, exactly for the other side of this. To keep it balanced with auto critical they had to tone the critical damage so that it isn't impressive any more.
You'll roll an attack roll against each target, so maximized dice keep you from needing to roll a bunch of dice over and over -- you can just write your crit damage on your character sheet for quick reference. Amusing that he says that and then goes right on to talk about how there are abilities that let you stack additional dice of damage on top of the critical, negating that advantage.
The weapon stats are the interesting part of the article.
Weapon Prof. Damage Range Cost Weight Category Properties War pick 2 d8 -- 15 gp 6 lb. Pick High crit, versatile I would guess that Prof. is weapon proficiency, but how that is tied to 2 is unclear. It could mean any number of things.
Damage d8 looks like a small increase from the current heavy picks d6. That could happen to many weapons in 4e as HP are going up a lot and critical damage is going down. I notice also no mention of size related damage change. That suggests small and medium weapons do the same damage in 4e.
Type has gone away, category could be used as a replacement but I would guess that damage type has been removed instead. Category Pick probably relates to what fighter feats can be used with the weapon.
Properties High Crit means an extra 1d6 on damage. No idea what versatile means.
Jay
|
|
|
|
5 years ago ::
Jan 04, 2008 - 7:43PM
#27
|
|
|
I do not see the change of crits as "speeding up combat" but removing a large amount of randomness to it. I don't know about you guys, but I do not like it when there are outlying random factors that completely swing the tide of battle. Less randomness = better for players. The 3E criticals heavily favor monsters, for one lucky crit by a player to a goblin isn't too much to get excited about, but one lucky cirt by a goblin to a player means that player may be re-rolling shortly. A single miss is not game-breaking, a single crit can be the difference between life or death for a player (under 3E rules).
In battle, I want to be able to count on the consistency of my attacks and those of my enemies. The direction they seem to be moving in 4E is toward decision making rather than luck. They do not want that random chance to end encounters.
Too many times as a DM I have had to fudge rolls to avoid one-shotting an unlucky caster due to the multiplication factor of critical hits (especially those wicked monsters with augmented criticals.), and too many times have I had my well-developed monsters get one-shotted by a lucky adventurer.
Also, for who argue for "realism", I wonder how massive spikes in combat effectiveness fit into a "realistic" vision. In battle, someone swings with around the same effectiveness pretty consistently (barring exhaustion, which does not fit into D&D combat), operating within a range based on their physical strength and dexterity. It is not realistic to think that a person gets massive, sudden spikes where they strike with remarkable power. If I were to take a stick and strike someone repeatedly, I wouldn't suddenly hit them twice the force by luck. I may land a lucky hit, striking them in a vulnerable spot, but it would not result in them being cleaved in half (pardon the hyperbole).
It has also been made clear that different weapons will have different abilities based on critical hits, as is mentioned in the article.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 8:09PM
#28
|
|
|
Don't be so quick to judge. For one thing, we haven't played the game, so we don't know how helpful or not helpful max damage will be. Secondly, I don't know how often you guys roll max damage, but I almost never roll max damage. Awesome to hit rolls, crap for damage. I' not saying that this negates the overall apparent unimpressiveness of it, but it's not as utterly useless as it sounds. Finally, everyone's ignoring the fact that weapons will have properties that add damage on critical hits, and we know clerics will get special effects from their critical hits, meaning that it is highly likely that every other class will get something like that.
Also, the designers have already said that fireball doesn't do 1d6 per level anymore (I don't remember where, so I can't cite it), meaning that this may not gimp the martial classes nearly as much as you think.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 8:19PM
#29
|
Date Joined:
Jun 15, 2002
|
I like the crit rules. natural 20 = max damage. Simple, elegant and possibly yoinked if I ever run D&D again before 4e.
As to the prof. of 2. My thought is this. Classes get a certain number of proficiency slots, rogues maybe only get 6, while fighters get 20. These are points to spend on learning weapons. The more points you spend let you be proficient in the weapon, and if your a fighter you get a basic maneuver. Like someone said certain weapons require more to learn, spiked chain being 4, dagger or spear maybe being 1.
The other option is this: The number of proficiency number is only for fighters, and it is the number of maneuvers you start with using that weapon. You might get a feat that lets you learn a number of a number of additional maneuvers, or a new become proficient in a new weapon. The higher this number the more maneuvers you can learn for the weapon. That makes so me weapons, we'll say for simplicity a longsword, more common because they have more maneuvers. Other weapons, while having lower maneuvers initially, offer other advantages. Versatile could also mean that it can be used as a tool, instead of just a weapon. A war pick could also be used while climbing a mountain possibly.
Just a few thoughts there. I'm kinda hoping something along the second idea really.
As to how beneficial getting max damage may be, if there is any kind of condition track similar to SWSE, getting max damage would be a very big boon.
|
|
|
|
5 years ago ::
Jan 04, 2008 - 8:36PM
#30
|
Date Joined:
Aug 24, 2005
|
The group I DM has been playing with the varient rule of no confirmation roll for 4 years now. Every group I've played in ever has ignored the confirmation rule. I'm suprised more people don't.
That said the occasional crit against low level PC's can be a source of fudge. I'm glad to see they're reducing crit letdown and damage spikes that can lead to PC death. However, keeping a crit within a weapons normal damage range seems like overkill. Unless magic weapons come standard with crit damage boost I'll probably be making up some new house rules.
Many people have posted discussing crit ranges in reference to this rules change. I'll admit, with 3x and 4x crits in 3.5 expanding crit ranges is insane, however now that crit damage doesn't exceed normal possible damage I'd be disapointed if we didn't see something relating to crit range poping up.
With magic items not being required any more I'm curious if the +1 may now mean a bonus to crit threat range, or if it's where that extra 1d6 came from in the example.
|
|
|