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Switch to Forum Live View Sucking the Fun out of crits.
13 months ago  ::  May 30, 2012 - 6:47AM #51
xanadu
Date Joined: Sep 21, 2004
Posts: 477
So the biggest complaint is "I hate rolling low."  Bah, that's part of the game!  Roll to hit, roll for diplomacy, roll for hit points (yeah!), roll for initiative, roll, roll, roll.  You guys and gals are like "I don't to play craps honey because the dice might not be a 7 or 11."  Craps is THE game of choice *precisely* because the random element of luck makes it exciting and fun.

You know how the the DM Guide (I forget which edition and which volume) listed all those "types" of players: the puzzle solver, the silver tongue, the powergamer, the kick-down-the-door player, etc.  Critical hits is an easy way to give the guy who loves to roll damage dice his 10 seconds of enjoyment in a night's session and I think it is a BIG mistake to remove that element of fun because of your fear or rolling low.


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13 months ago  ::  May 30, 2012 - 7:01AM #52
Chanus
Date Joined: Jun 28, 2010
Posts: 55

May 30, 2012 -- 6:47AM, xanadu wrote:

So the biggest complaint is "I hate rolling low."  Bah, that's part of the game!  Roll to hit, roll for diplomacy, roll for hit points (yeah!), roll for initiative, roll, roll, roll.  You guys and gals are like "I don't to play craps honey because the dice might not be a 7 or 11."  Craps is THE game of choice *precisely* because the random element of luck makes it exciting and fun.

You know how the the DM Guide (I forget which edition and which volume) listed all those "types" of players: the puzzle solver, the silver tongue, the powergamer, the kick-down-the-door player, etc.  Critical hits is an easy way to give the guy who loves to roll damage dice his 10 seconds of enjoyment in a night's session and I think it is a BIG mistake to remove that element of fun because of your fear or rolling low.




With Crits, specifically, I think the issue is you already rolled high. You rolled the best thing you can roll... and then you have to roll damage, and when it turns out to be a 2 or 3 total, it's just deflating. Having some sort of Minimum Level of Awesome™ would allow for both the fun and excitement of rolling and also the fun and excitement of not rolling crap during your moment of glory.

Rolling Hit Points is just awful game design. You shouldn't be punished for the life of your character based on random chance, especially in a situation where the effect can't be remedied.

Rolling everywhere else is part of the fun and I don't think anyone's arguing against that. 

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13 months ago  ::  May 30, 2012 - 7:15AM #53
HCGLNS
Date Joined: May 30, 2012
Posts: 7
I like the simplicity of max damage, but also think that a critical hit should have that special feeling to it. Max damage on a normal roll limits that feeling. 

So one of my groups is toying with these ideas

On a critical hit
Max damage + target is disadvantaged until the start of its next turn
Regular damage + target is disadvantaged until the start of its next turn

and modify these both based upon the DM's decision 
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13 months ago  ::  May 30, 2012 - 7:31AM #54
EnglishLanguage
Date Joined: May 19, 2011
Posts: 4,986
*is reminded of when my Blackguard rolled 5 Nat 20s in 2 turns, using a homebrew weapon that gives me an At-WIll as my crit property*

Ah, good times. Good nova round. Fullbladed Blood of the Mighty is scary on a crit.
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13 months ago  ::  May 30, 2012 - 7:54AM #55
Cirmag
Date Joined: May 28, 2012
Posts: 54
I've been toying around with an idea for a nice crit effect, trying to keep current Next flavor and speed..
Basically on a crit, the target grants advantage till attacker's eont, possibly in addition to max damage. It would also mirror well a house crit failure rule of the attacker granting advantage till eont.
It's fast and simple, uses the advantage/disadvantage system, allows the party to benefit from the fighter, or anyone else, having an amazing roll, and can lead to some great DM descriptions.


Fighter rolls 20, doing a ton of damage to the ogre.

DM "Your swing is true, hammering into the monsters femur (femur is a funny word, so we are going with that). With the ogre staggering to regain his footing, screaming in pain, your "friendly" thief sees an opening."

Thief rolls on his turn with advantage, sneak attack happens, more massive damage.

DM "With the ogre recoiling from the fighter's assault, you decide to add injury to... injury, and slash your dagger along to backside of the ogre's femur (still a funny word), slicing through an artery. Pulling your hand back you see it covered in blood, thankful that it is your foes and not yours."

Anyway, they system right now is very rules light, I imagine that the more "rules heavy" versions will expand on crit options, in addition to everything else.
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13 months ago  ::  May 30, 2012 - 9:35AM #56
arderkrag
Date Joined: Jul 18, 2007
Posts: 3,875
Something I've done in a homebrew variant on 4th is "max damage plus roll". If you do 1d10+10 damage, for example, you would do 20, plus another 10, plus a d10. Thereby getting the max damage AND a chance to roll higher.
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