Critically Maimed [Archive] - Wizards Community

Post/Author/DateTimePost
Jprostovich

10-10-06, 01:26 PM
I hope this wasn't posted somewhere else already. Anyway, here goes.

I think the Critical hit system is maimed. It used to be so exciting to roll a 20 and say YEAH! I scored a Crit! Now you have to roll again to see if you really infact have done such?
My players don't like it, I find the extra dice rolling just superfulous, yet I have not gone as far as to get rid of this entirely.

Has anyone out there abolished this rule? How has it worked for you? What are the pros and cons?

I'd appreciate your input.
The_Jester

10-10-06, 01:36 PM
The problem is that automatic double damage is lethal, both to players and monsters. There's no escape or chance of failure. It's an automatic hit and automatic double damage, which is a bit much.
It's already screwy enough that a level 1 kobold can hit a L20 mounted paladin, let alone if every hit landed does double damage.

If you can regularly land a hit then making the critical hit is no problem. If you have trouble just landing a hit then take the 20 for the bonus it already is and stop trying to milk extra damage.
The_Jester

10-10-06, 01:44 PM
Some more food for thought.

Criticals are meant to be special, right? And at 5% a natural 20 seems impressive but when you consider that 4-7 people are rolling d20s 4-5 times each combat -to say nothing of skills and saves outside of combat- then a few should be rolled each and every game.
So the rare and special critical pops up every couple combats. It then becomes less special. Even more-so if weapons with larger threat ranges are used.

Having to roll a second time cuts down on the number of critical hits keeping them special and key moments that can turn the tide.

Also, let's not forget about Improved Critcal or other abilities that boost the threat range of weapons. Or keen edge which is only a 3rd level spell. A party so equiped could be dishing out automatic double damage on any roll of 15 or higher.
If your remove rolls to confirm you should also remove those feats, magical items and spells and all weapons should only have a threat range of 20.