| Post/Author/DateTime | Post |
|---|---|
| #1rampantAug 29, 2010 13:47:46 | Ok Looking at the racial attack powers I've noticed they have attack bonuses to compensate for a lack of implement or weapon keywords, but I'm rather unsatisfied when I roll a 20 with dragon breath. Most magical weapons or implements provide a bonus to critical hit damage that racial powers just don't get. Now I'm too lazy to go back and rewrite all the powers and stuff but would this be a balanced feat to compensate? Natural Critical (yeah the name needs work) Prerequisite: One or more powers that require attack rolls, and lacks the weapon or implement keyword Benefit: Whenever you make an attack for a power that lacks the weapon or implement keywords and score a critical hit you deal 1d8 extra damage, plus an additional d8 per six levels. |
| #2BandikootAug 29, 2010 14:08:00 | I don't even make it a feat. "Non-magical" attacks follow the same critical damage progression as a plain old magic weapon, though based off of the character's level. |
| #3rampantAug 29, 2010 14:56:48 | Just to be clear you use that as a house rule right? There's not a page in some book that covers this and I just missed it. |
| #4BandikootAug 29, 2010 15:31:47 | Complete house rule, though it really should be part of their inherent bonus system from DMGII for low magic. |
| #5rampantAug 29, 2010 18:13:46 | I'm not sure... I mean these attacks are part of a race or feat or whatever that are already balanced right? The reason I made the feat is because I'm worried that if I don't make it cost something I'm essentially handing out something for nothing. |
| #6Chameleon-XAug 29, 2010 18:26:51 | I'm not sure... Yeah, but it's something that should've been there all along. Otherwise it would be like the Expertise feats; making you pay a feat to fix the game's math. =( |
| #7TimmehAug 29, 2010 22:35:55 | I'd actually make it 1d6 per tier; or in the case of dragon's breath, maybe 5 ongoing damage. These abilities aren't meant to do a lot of damage; and boosting the amount of damage on a critical hit too high seems a bit away from what their original intention is. |
| #8sully33Sep 05, 2010 20:49:08 | I say crank up the critical damage. As far as I'm concerned, critical hits should be dramatic game-changers for the players. Heads should roll if the damage is lethal enough. I've always liked the idea of the "exploding die", where a maxed-out die roll gets rolled again for additional damage, and another max roll earns another roll, and so on and so forth. Here's how I run my criticals: 1: player rolls critical hit 2: player rolls d20 to hit again. If its a miss, normal crit damage. If its a hit, crit damage plus exploding d6. If its another critical hit, (crit damage plus exploding d6) X2 Monsters DO NOT get this mechanic for critical hits. Mostly because I crit my players a little too frequently. |