Improving Critical Hits

Post/Author/DateTimePost
#1

neuroglyph

Oct 08, 2009 22:33:12

My players expressed a lack of enthusiasm regarding critical hits - the current system where it just causes the maximum damage was rather anti-climatic.


I worked out a system utilizing already existing combat conditions so no new rules were required.


Would love to have some other playtest and feedback if anyone is interested - Critical Hits for D&D 4e 

#2

Qube

Oct 09, 2009 0:24:43

My players expressed a lack of enthusiasm regarding critical hits - the current system where it just causes the maximum damage was rather anti-climatic.

aren't you forgetting the additional d6's you get when critting with a magic weapon, not to mention abilities that might trigger? Also, I'dd like to see you roll max damage on something that requires 7 dice ... (heck, a 7[W] with a 2d4 weapon ?)

but other then that ... if you don't like 'Max damage', I'dd change it to rolling your all dice that would be maxed by a critical twice ( 2dX = (X+1) . Only slightly more powerfull then maxing those dies) ). This way its a notable effect for players, and no possible game breakers (I'm thinking, the boost your giving to a multi-attack creatures, or minions ...).


Some of the arguments you make why double damage would be a bad idea I don't understand.
Minions? Minions have damage as though they rolled a 1 on damage their die. (double damage only increases the damage by 1).

#3

neuroglyph

Oct 10, 2009 0:12:14


 aren't you forgetting the additional d6's you get when critting with a magic weapon, not to mention abilities that might trigger? Also, I'dd like to see you roll max damage on something that requires 7 dice ... (heck, a 7[W] with a 2d4 weapon ?)



Actually, I am aware of the additional dice, but that's just damage.  Extra damage is fine but it does little to add flavor to a combat.  The variant rules I was suggesting was meant to add a bit of something more than just huge damage numbers.


That's the great thing about House Rules - if you don't like them and they aren't right for your campaign, you don't have to use them.

#4

dragonsblood

Oct 10, 2009 2:49:03

Looks fine to me.


Just be aware that these type of houserules always favor the monsters, mathmatically. You might want to lower your encounter difficulty a tiny bit.

#5

tiamatthedragongod

Oct 10, 2009 8:46:19

Personally I miss the effects that happened on a nat 1.


So, If I were to use this in my campaign I'd add a similar table (with negative effects of course) for rolling a nat 1.

#6

Rustmonster

Oct 10, 2009 13:17:33


Personally I miss the effects that happened on a nat 1.





Miss them from where, exactly?
#7

Samrin

Oct 11, 2009 14:51:49


Personally I miss the effects that happened on a nat 1.


So, If I were to use this in my campaign I'd add a similar table (with negative effects of course) for rolling a nat 1.




A nat 1 already has a devastating effect, automatic miss. Especially if you roll it with a daily power.