Higher Critical Hit Chances [Archive] - Wizards Community

Post/Author/DateTimePost
Temrek

07-09-05, 10:56 AM
I was thinking about this rule: For each 5 points higher your attack roll is than the enemys armor class your effective threat range increases by one. So if you weild a longsword and roll an 18 for a total of 23 against AC 17 you threaten a critical hit as your effective threat range becomes 18-20 for that attack, what do you think?
OracleYori

07-09-05, 12:07 PM
Could be interesting-
I would think about it if the Barbarian were to carry a scythe around...could be tons of damage each turn... but only if he rolls high-
would be interesting-

I say it is just more math to clutter up combat with, and turns the game into more of a number cruncher for those that like rollplaying-

Did i mention that anyone who was prone is screwed like crazy? trip+scythe=lotsa fun!
RaspK FOG

07-09-05, 01:07 PM
I use a similar house-rule in some of my campaigns: critical hits are dealt by surpassing your target's AC by a number according to the weapon you use; the more you surpass the AC, the greater the multiplier is.
BelZoradon

07-09-05, 04:36 PM
RaspK: id like to see those rules

Oracle: bad monkey... barby with scyth is just wrong - yes it will make combat more complex... but makes sence

Temrak: i dont think its gonna come up very often... most combats (in my game anyway) the players are only hitting by one or two... it would make combat with little things retarded silly and combat with bigger things way more painful
RaspK FOG

07-09-05, 06:00 PM
RaspK: id like to see those rulesCharacters take a small penalty on their attack rolls according to the weapon they wield, ranging from -0 minimum to -4 maximum (note that the application of the penalty varies according to the campaign itself); they may also take a -2 penalty if they do not meet a Strength score prerequisite (again, campaign specific); finally, the critical hit rule mentioned earlier applies.

A weapon that is relatively easy to wield, like a dagger, has a small penalty but, because of its design, also has a slow critical progression: a hit must surpass the target's AC by 5 or more to deal a ×2 critical, while it must surpass it by 15 or more to deal a ×3 critical, by 25 or more to deal a ×4 critical, and so on. An axe works quite differently: aside from the penalty on your attack rolls, an attack that surpasses your target's AC by 2 deals a ×2 critical, ×3 for 10 or more, ×4 for 15, ×5 for 20, and so on.

Note that these rules, unfortunately, have not been playtested yet, and they may need some tweaking, but the math seems right so far (the above are a mish-mash only, so don't take them too seriously).