Critical Hits: Why not double?

Post/Author/DateTimePost
#1

Xeviat-DM

Jun 08, 2015 13:02:06

Hi everyone!

 

Bounded accuracy really reigned in the bonuses being applied to damage rolls. The die once more a large component of a warrior's damage roll, so now I'm left wondering why critical hits were limited in the way they are?

 

Critical hits simply double damage dice, not the modifiers. This doesn't apply evenly, though. Spells mostly deal damage dice; only certain spellcasters apply an ability modifier to damage rolls. A rogue's sneak attack deals considerably more in dice than it does in modifiers. Paladins and clerics get additional damage dice on their attacks, rangers and warlocks get their spell damage on attacks ... the new crit rules don't seem to effect everyone the same.

 

So why not simply have crits be double damage again? How bad can it  be?

#2

AaronOfBarbaria

Jun 08, 2015 13:16:29
Crits are not just designed around player characters scoring them, but around monsters scoring them too, except typically more frequently and with greater possibility of large modifiers. The non dice portion doesn't get doubled to give the PCs a break.
#3

mellored

Jun 08, 2015 13:23:41

PC's can then die in 1 hit rather then 2.

 

Personally i don't see the need for crits in the game at all.

#4

CCS

Jun 08, 2015 14:16:48
Xeviat-DM wrote:
#5

AdrastusDarke

Jun 08, 2015 14:40:38
There are a few reasons why critical hits are as they are the first is fun, rolling a bunch of dice is exiting for a lot of people multiplying by two is not exciting.

secondly the way critical hits work is intended to give rogues and other similar classes a damage spike to help make up for the lower damage they deal per turn compared to a fighter or similar class.

thirdly it means more damage is taken by pcs on a critical.

to conclude I think the critical hit system is better the way it is as a more exciting and more balanced mechanic.

#6

FFSAA

Jun 08, 2015 16:56:28

If you want to increase the damage on crits in your game, go for it.  You'll just be more likely to have characters get 1-shotted.

#7

GladiusLegis

Jun 08, 2015 17:12:29

Meh, I like that the crit rules don't affect everyone the same. Classes that rely on a glut of damage dice (Rogues, Paladins) need some sort of advantage to balance with classes who benefit more from stacking static modifiers on their many hits (Fighters).

#8

Zardnaar

Jun 08, 2015 17:22:36
How bad could it be? Sharpshooter ans great weaon fighting say hi.
#9

SirAntoine

Jun 08, 2015 17:44:02

The way 3e had it, with x2, x3, or x4 damage for different weapons was the best.  Some weapons had a wider crit range than others, and some weapons, like the pick, were given x4 damage to give them flavor and utility. They added detail to the game with those crit rules.

#10

GladiusLegis

Jun 08, 2015 18:09:43

Oh God no, I despised 3e crit rules. Especially with the glut of static modifiers that made your weapon dice pretty much irrelevant. And confirming crits was the worst.

 

4e's approach would've worked, except it, too, went overboard with the static modifiers.

#11

FFSAA

Jun 08, 2015 18:10:19

Zardnaar wrote:
#12

Xeviat-DM

Jun 08, 2015 18:19:51

From my read through of the monster manual, I saw more abilities that were handfuls of dice, like dragon's breath, than ones with high modifiers. The strongest creatures, like giants, used larger weapons which deal multiple dice.

(Reply to #12)

Coredump00

Xeviat-DM wrote:
(Reply to #11)

CCS

FFSAA wrote:
#15

Noon

Jun 08, 2015 20:59:29

AaronOfBarbaria wrote: