| Post/Author/DateTime | Post |
|---|---|
| CelineSSauve01-08-08, 08:43 AM | ((I put this in another thread but it was also asking about the Gestalt aspect of my game and that took center stage. Hopefully this forum is the right spot.)) I am attempting to put in the 4th edition crits as shown in the preview into my game. So far I've had to tweek it because 4th ed must balance for it and I have no clue how the 1d8 bonus dice was decided in the example they gave. What I am putting the rule as is this: "A natual 20 is a critical hit. You do maximum damage of the weapon's base dice (ex 2d6 for a Greatsword; 1d8 for a Lance) + any magical damage bonus and ability penalties or bonuses. For each +1 the weapon is enchanted to cause additional damage (and not, say to flame) you also roll the next lowest die as bonus damage. (ex 12 damage + bonus/penalties + 1d4 for an enchanted Greatsword)" Because the weapons damage charts are not consistant (a small weapon which does 1d6 damage has a medium damage of 2d4 OR 1d8 depending on the weapon; 1d6 medium seems to have a large of 1d8...) I am not sure if: 1) I should keep in mind things like the Greatsword having 2d6 and not just 1d6. Should it get 2d4 as a result? Another 1d6? 2) What should I do for weapons such as daggers which already have the smallest die? +1d4? +2? 3) What should I do for weapons that usually have x3+ damage on a Crit instead of x2? Also, I am keeping 1 as a miss but don't go with critical misses, does that sound all right? |
| darokinblade01-08-08, 09:29 AM | Well, I would first warn you that thou personally I love the concepts of the new critical system, this system is not intended for its use, and by incorporating new rules into the system, you do in fact risk affecting game balance, so I would suggest gradual change over immediate. I think I would suggest simplifying the system first. As I understand it, a critical need not be confirmed anymore, and then it does maximum damage. Some weapons, as I understood the article, have a 'High" critical, such as the pick which normally has a X3 critical. These weapons deal additional damage when they do crit. I would suggest something simple like +1d8 for medium weapons and +1d6 for small, etc. As a note, I might suggest improving two handed weapons to having twice the strength modifier instead of the 1.5, first because it makes it much easier, but also because this is quite a nerf for melee fighters who aren't playing ToB. As I understand it, critical range is going to be removed in the new system, or at least it has been suggested. Do you intend to do the same? If so, I would ask yourself how you intend to handle things like scimitars and falchions. EDIT: As a note, this probably belongs in the House Rules section of the forum, since it envolves rules you are creating. A mod will probably move it eventually. EDIT: After rereading the article, I also believe the extra d6 that they inferred suggested was from the frosting portion of the weapon. Since the weapon was a +1 frosting warhammer, normally it deals 14 damage on a crit, but being frosting it deals an additional +1d6. I think it was suggesting that it was +2d6, since a frosting weapon normally deals +1d6, unless they dropped that too. But normal +1 weapons dealing additional damage on crits seems very paperwork-y, and I think the point of the system is to simplify to ensure enjoyment of all ages. |
| GoBackToRussia01-11-08, 09:04 AM | Don't forget that bit in the DMG about crits - the PC's are more likely to suffer any increase in effect. It doesn't matter if your bad guys are critted as they are generally supposed to die anyway. Personally I only run them as written in the PHB - none of this instant kill rubbish. |
| Kouk01-11-08, 12:22 PM | I believe the sizes of singular dice used in the game are: d2 (almost never used, in fact I may be hallucinating) d3 d4 d6 d8 d10 d12 d20 If you want to use the system for crits for 4th edition, why not just stick with it rather than doing this thing where you add the next smaller die size? I don't recall any d8 bonus dice in the article, but there was a point where they mentioned a frost weapon doing d6. I am fairly certain this will be because magical weapons are much less powerful than in 3rd edition, so a Frost weapon would only do an extra d6 of damage when you get a crit (sort of like a weak Frost Burst enchantment). Also, characters will start the game with more hit points, similar to in SW:Saga. |
| CelineSSauve01-11-08, 12:32 PM | If you want to use the system for crits for 4th edition, why not just stick with it rather than doing this thing where you add the next smaller die size? Because the article didn't explain the mechanics very well? Moot point now though. I've decided to just leave Crits as they are. |
| PenderGrass01-11-08, 01:48 PM | Nothing in the new 4th edition critical system that they shared has made me want to dump the current critical system - which will likely carry over to 4th edition should I make the transition. :dragon: ***** |