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7 months ago ::
Nov 17, 2012 - 9:48PM
#1
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Date Joined:
Mar 27, 2007
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Page 16 of the how to play chapter of the 10-29 playtest packet states that 1d6 is added to critical hits that cause damage by monsters with character levels and characters.
Am I reading this correctly to mean that player characters : fighters, clerics, thieves, and wizards add 1d6 to their crits at 1st level, 2d6 at 3rd level, etc.?
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7 months ago ::
Nov 17, 2012 - 9:55PM
#2
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Date Joined:
May 29, 2012
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Actually it reads 2d6 not 1d6 and increases over time to a maximum 6d6. However, I believe this was meant to be an optional experimental rule intended to replace the max damage rule but was not labeled properly. Otherwise that could be incredible damage
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7 months ago ::
Nov 17, 2012 - 9:58PM
#3
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Date Joined:
May 12, 2009
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No at 1st level, you deal 2d6 extra damage on a critical hitand at each odd-numbered level after 1st, this extra damage increases by 1d6, to a maximum of 6d6.
Level Damage 1 2d6 3 3d6 5 4d6 7 5d6 9 6d6
Yan Montréal, Canada
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7 months ago ::
Nov 17, 2012 - 10:02PM
#4
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Date Joined:
May 12, 2009
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I think monsters without class level should also be able to deal extra damage on a critical hit though.
Yan Montréal, Canada
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7 months ago ::
Nov 17, 2012 - 10:05PM
#5
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Date Joined:
Mar 27, 2007
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Wow - max and 2d6? That is a lot of damage.
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7 months ago ::
Nov 17, 2012 - 11:48PM
#6
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Date Joined:
Sep 26, 2012
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brutal. Fighting PCs or stuff with levels just got really scary! Hi level 1 wizard, you take 13 + 2d6...20 dmg.
Currently running a playtest, weekly, online D&D Next Session using a virtual table system called roll20.
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7 months ago ::
Nov 18, 2012 - 9:51AM
#7
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Date Joined:
Dec 21, 2011
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I don't like the playtest optional crit hit rule. It is too complicated to remember how many d6 each level gets. I like the idea of adding an exploding 1d6 to max damage. If you roll a 6 you roll again and add the damage to your hit. Or I like applying a "wound" to the target when you crit. A "wound" makes the creature or PC apply a -1 to all die rolls until healed by magic. I've been testing both of these in my games, and we like either of them.
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7 months ago ::
Nov 18, 2012 - 12:57PM
#8
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Date Joined:
Feb 19, 2012
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I am okay w/ the crits being freaking devastating. Max + dice makes them crazy lucky. Super useful for the PCs, but really bad when they're hit. That said, I know a few posters have mentioned the number of extra dice being difficult to remember. I think it starting at 2d6 is a bit odd for remembering the progression. I do like the idea of using exploding dice on crits.
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning." -Mike Mearls
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7 months ago ::
Nov 18, 2012 - 1:20PM
#9
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Date Joined:
Oct 16, 2008
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It may be a bit to remember, but I would just write it on the character sheet.
crit = 2d6 and at level 3 I erase the 2 and write a 3.
Maybe not perfect, but good enough for me
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7 months ago ::
Nov 18, 2012 - 2:50PM
#10
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Date Joined:
May 16, 2002
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It may be a bit to remember, but I would just write it on the character sheet.
crit = 2d6 and at level 3 I erase the 2 and write a 3.
Maybe not perfect, but good enough for me
Heaven forbid someone write something down.
I like that criticals are devastating. Not as brutal as the system we used in 2e & 3e. On a crit, we rolled percentage dice. On a result of 1-25, damage was doubled. 26-50 resulted in triple damage. 51-75 was triple damage - maiming (usually a penalty to attacks and checks). If you rolled 76-100, it was instant death.
I think it should not just be for characters and monsters with class levels. Give it to everybody.
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