| Post/Author/DateTime | Post |
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| #1Archon007Jul 02, 2014 23:28:04 | Roll all double dice add modifiers after. This was a bad rule change. There is nothing worse than getting a crit and rolling double 1s. If you want to add randomness to it, you should have done roll+double modifiers. With this change a critical hit can do less than a normal hit, which sucks. |
| #2DesrimalJul 02, 2014 23:55:51 | Then if you don't have any modifiers you won't get a bonus if you strike a critical. I like the double dice rule better |
| #3akaddkJul 02, 2014 23:57:39 | Actually I think it's good. One of the biggest problems with rule design is controlling stackable modifiers. Doubling a modifier makes it all the more imperative to stack them, causing a cascading effect throughout the rest of the system as builds develop to exploit stacking rules. You then get cookie-cutter builds that dominate games and do insane amounts of damage. |
| #4Shroom-MageJul 03, 2014 1:16:18 | That is disappointing, but double modifiers would be a bad idea not just for the reasons other people already said, but because of the oddity of your critical hits being worse than normal hits if you have a negative modifier. You'd have to make it only affect positive modifiers, which means some characters don't benefit from crits.
The max damage + extra die rule was so good. I have no idea why they would change it. Hopefully it shows up as a variant in the PHB or DMG. |
| #5RamzourJul 03, 2014 1:19:53 | Personally, I liked the Max Damage + Extra [W] rule as well. I think it makes for the big oomph that you expect from a critical hit.
However, I'm not too bothered by the change for two reasons: 1) I haven't actually seen the rules in print 2) It's one of the easiest things to house rule if you want to change it |
| #6DiffanJul 03, 2014 4:01:32 | Heh, double damage die is pretty silly, especially when you roll that 1. |
| #7AaronOfBarbariaJul 03, 2014 4:37:05 | I think the critical hit rule (the default one, anyways, we may see different options presented in the DMG later this year) is actually just about the "best" that a critical hit rule possibly could be - but then, I am of the opinion the absolute best rule for the game regarding critical hits would be "There is no such thing."
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| #8FinarvynJul 03, 2014 4:44:19 |
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| #9UchawiJul 03, 2014 4:46:44 | From a simplicity standpoint, I like max damage and not adding any extra dice for critical damage. But I expect there are 50 variations on preferences for critical hits. So it will be interesting to see how they treat metamagic feats or class ability to maximize spell damage in comparison to critical hits. I hope they keep it consistent. |
| #10Plaguescarred1Jul 03, 2014 5:11:52 | I like double die for crit rules its the rule used in AD&D 2nd edition and always liked it. Doubling damage roll has the potential to be higher than normal damage, it increase average damage but can also still be low. |
| #11Cyber-DaveJul 03, 2014 5:15:42 | I like it. I do not like, however, what it does to greataxes and greatswords. There is no, by the rules as written, point to using a greataxe right now. I would rather critical hits just added +1 weapon damage die (so that greatswords dealt 3d6 instead of 4d6 damage on a critical hit). |
| #12jaelisJul 03, 2014 5:30:27 | Cyber-Dave beat me to my comment. I liked how the extra die for a crit made a balancing factor between a 2dX weapon and a 1d2X weapon. But it is not such a big deal in the scheme of things. |
| #13ArithezooJul 03, 2014 6:17:39 |
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| #14melloredJul 03, 2014 6:23:50 | Maybe they filled the monster manual with 13 HP monsters.
Just to screw with the char-oppers who think 2d6+3 is better.
Though i'd rather see Axes get something else, like expanded crit range. |
| #15xtianstoneJul 03, 2014 7:14:38 | As a DM, I like it. Players always love to roll more dice.
I think that doubling any modifers is a really bad idea.
Initially I will not mess with it. I want to see what the balance of the game is. If I do mess with it, this is what I am likely to do...
For DM behind the screen rolls, I will likely just double the die roll. Much easier then double dice. For me, having to roll extra or re-roll dice that is not in response to a player action gets in the way of the story.
If I found that monsters were really strong overall, I may consider a house rule that on a critical any natural roll of a 1 on a damage die is actually a 2. This raises the average a bit, and favors small/light weapons a bit more, but keeps the damage cap the same.
And I do agree... this is a super easy rule to change.
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| #16Trance-ZgJul 03, 2014 8:11:14 | I liked the best version of max damage + 1[W] damage die,
also some weapons could be "heavy crit" and add +2[w] or even +3[W] damage. |
| #17melloredJul 03, 2014 8:14:54 | Overall, this reduces the impact of crits, from about 100% damage bonus, to a 50% damage bonus.
I think that's a good thing. |
| #18Archon007Jul 03, 2014 8:54:51 |
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| #19Archon007Jul 03, 2014 9:00:56 |
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| #20RamzourJul 03, 2014 9:03:58 |
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| #21spelleyJul 03, 2014 9:41:45 |
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| #22The_JesterJul 03, 2014 9:55:59 | I like max damage, but it feels a little static. You roll a 20 and get excited and then just do math. And it's not any better than a really good hit.
Double damage is okay, but it's often nothing special. But there's the occasional spike, especially for things like sneak attacks where you're rolling a lot of extra damage. On average it's nice, but you only remember those times you rolled snake eyes or double eights.
For my Pathfinder game, critical hits are max damage on a 20 and if you confirm the critical you can roll again and add half modifiers. Which does the extra damage without the full damage spike of double damage and still makes 20s seem special. |
| #23PumpkinmanJul 03, 2014 19:40:53 | House Rule 1.1bs
If you roll two ones with your critical hit and it is not Tuesday you get get to roll on the random crital table.
Roll 1d6 1 You get to keep both 1's and roll again what you do with those 1's is up to you (just don't tell us) 2 Toss one d4 at the Dungeons Masters face if you hit them in the eye you auto kill what you hit, though before the DM recovers you might want to make a run for it 3 You do 2 points of girly man damage and the creature/monster/person/block of wood begins to laugh at your girly man critical hit they laugh so hard they loose there next turn 4 The two ones have opened up a rift in time and space and all that jazz and they do 2 mega points of damage Kevin is so proud of you 5 The Great Pardieu smiles upon you and you get to treat the two 1's as 11 points of damage and the DM has to buy the pizza this time 6 Mr T takes pity on the fool that rolls two 1's for a critical hit, your attacks for the rest of the night are automatic criticals. 7 Just how the hell did you roll a 7?
If it is Tuesday the person who rolls 2 1's on there critical hit they must remove there left sock. If for some reason they do not have a left sock they will be beaten with a sack of potatoes. Note--it is a bad idea to roll multiple 1's on critical hits on Tueday, wearing more than one sock on left foot may help. |
| #24PsikerlordJul 04, 2014 5:41:42 |
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| #25jaelisJul 04, 2014 6:16:17 | The real problem with greataxe vs greatsword is the Great Weapon Fighting ability... compared to that 1d12 vs 2d6 is pretty negligible. |
| (Reply to #5)VanRicter |
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| #27Cyber-DaveJul 04, 2014 10:08:04 |
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| #28UchawiJul 04, 2014 10:17:32 | They should have moved automatic damage for great weapon fighting to higher levels, because I agree that brutal damage makes any weapon with mulitple dice the primary choice. |
| (Reply to #13)Leugren |
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| (Reply to #27)Leugren |
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| #31E-TallitnicsJul 04, 2014 15:17:29 |
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| #32PsikerlordJul 04, 2014 20:17:44 |
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| #33Cyber-DaveJul 04, 2014 20:31:51 |
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| #34Cyber-DaveJul 04, 2014 20:34:41 |
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| #35PsikerlordJul 05, 2014 4:31:26 |
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| #36h347h50Jul 05, 2014 7:11:07 |
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| #37jaelisJul 05, 2014 7:21:20 |
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| #38jaelisJul 05, 2014 7:22:40 |
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| #39h347h50Jul 05, 2014 7:29:30 |
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| #40h347h50Jul 05, 2014 7:29:32 |
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| #41h347h50Jul 05, 2014 7:29:34 |
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| #42h347h50Jul 05, 2014 7:32:56 |
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| #43jaelisJul 05, 2014 7:35:35 | Saying it 3 times doesn't make me more likely to agree
I don't think it takes a munchkin to favor a weapon that does a lot more damage. IRL, am I a munchkin if I buy a car that has 15% better gas mileage? |
| #44h347h50Jul 05, 2014 7:41:39 |
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| #45melloredJul 05, 2014 8:06:32 | Maybe monsters are more vulerable to slashing...
Or maybe there is other slashing bonuses elsewhere.
But until then, don't take a greataxe. |
| #46jaelisJul 05, 2014 8:15:25 |
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| #47jaelisJul 05, 2014 8:49:00 |
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| #48h347h50Jul 05, 2014 9:02:19 |
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| #49jaelisJul 05, 2014 9:13:55 | I'm sorry to have a hard time understanding you, and I promise it is not on purpose.
My opinion is that the GWF rule in combination with the greatsword/greataxe design makes the greatsword too much better than the greataxe. You could adjust that by changing the weapon dice or by changing the GWF rule, either way. If you are saying you would rather change the GWF rule than the weapon, that is fine. I have no objection to that, and never meant to suggest that I did. I believe my inital post was in response to your suggest to change the greataxe to 2d6, which I agree would be a fix.
As for the damage difference, if you did 40 rolls with the GWF rule and only saw a 0.5 difference on average, then you got rather lucky with the greataxe. Calculating average damage is pretty straightforward, we aren't doing it wrong. If your definition of "munchkin" is "anyone who pays attention to damage when choosing their weapon," then OK, we just disagree on what that means. You're welcome to your definition, sorry I didn't realize it. |
| #50h347h50Jul 05, 2014 9:29:35 |
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| #51Sailing_Pirate_RyanJul 05, 2014 9:38:06 | Meh, I'm just gonna rule that a critical hit adds a d12 to the maximum of your base damage and call it a day. Dagger or greataxe, hitting something important does d12 extra damage. Might up the greataxe to 2d6 as well, since axe or sword should be a flavor choice, not an optimization. |
| #52h347h50Jul 05, 2014 9:55:03 |
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| #53edwin_suJul 05, 2014 10:29:34 |
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| #54melloredJul 05, 2014 14:36:46 |
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| #55FFSAAJul 05, 2014 22:50:43 |
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| #56Blackdog2kJul 06, 2014 10:40:19 | I discussed this with my players and they've decided that they would rather roll double dice on crits rather than take max damage+die. In my opinion, it's the best method because it can create tension and drama in heated battles
DM: "The great wyrm rears on it's haunches and lashes Devo (24 HP) with it's tail. ::rolls::" CRITICAL! .....uh....take 18". Devo: "Praise Odin!"
I would suggest that DM's talk this over with their players, find out which method THEY prefer, and go with that!
When it comes to house-ruling in my games I'll almost always go with what my players want, as far as it's not too far outside the realm of "common sense" or rules-as-written. |
| #57melloredJul 06, 2014 11:35:31 |
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| #58obsidJul 06, 2014 22:12:50 | I liked the MAX+Extra style much better. Assuming you have color coded dice (so the 20 and the smaller dice can be matched). Then say you are doing 5 attacks against that big baddy as a high lvl warrior. You can drop 5 d20's and all your damage dice in one throw and just count up the crits (and take away the dice that missed). It really speeds up combat a lot. No re-rolling needed for 5 attacks at the same time. Cant do that anymore. |
| #59GriffordJul 07, 2014 1:45:53 | I like the critical hit change a lot. It brings in the crazy and put it to bed for the night.
Really not sure what the point is in making greataxes and greatswords do different damage, though. The only point would be to specifically make one worse than the other, so I guess... working as intended? The only alternative would be if the d12 weapon had a property that the 2d6 weapon didn't, but just being cheaper and heavier don't count. |
| #602ChlorobutanalJul 11, 2014 0:08:51 | As some people have intimated, all that is necessary to make the greataxe distinctive and an attractive weapon is to create a mechanic for some class (such as Barbarians) that benefits from using a large weapon die or range.
Someone mentioned: Adding one die (singular) to your weapon's damage rolls. This seems a little strange coming off of 4e, because in 4th Edition, the [W] factor of a power was indivisible. It would make a greataxe much better than a greatsword, though. (13 damage to 10.5, or over 2 dice steps better).
Another option would be a feature that allowed the manipulation (re-rolling) of only one die of a damage roll, which would favor single large dice over several smaller ones.
I'm ok with greataxe not being the best weapon for a (champion) fighter, there is generally one best weapon for a given archetype, but it'd be cool if down the road (PHB), they featured the greataxe. |
| #61ChimerasameJul 11, 2014 7:36:28 |
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| #62melloredJul 11, 2014 7:38:41 | I imagine barbarians will have something to favor axes. |
| #63UYtrdennisJul 12, 2014 1:22:57 | Yes, critical hits seem pretty anti-climatic now. Granted, I've seen host of 1st level character fall to the massive damage from them though, not that I wouldn't rather have the playtest critical back, of course. |
| #64AlynnJul 12, 2014 2:36:06 |
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