11-07-2015, 10:24 AM
Uh ... well... how crit works in my campaign.
It's practically almost (if not completely) the same as the "stock" version.
1. You roll attack and damage.
2. Your attack roll must fall into the threat range (in case of Lugar's dagger, 19-20) and it must hit. For this purpose, a natural 20 counts as 30.
3. You roll crit confirmation (same attack roll with same mods) and crit damage (in the dagger's case, same damage roll).
4. If the crit confirm hits (not necessarily falling into threat range) then the damage is critical: rolls of step 1 and step 3 are added up. Otherwise, damage is as rolled in step 1.
E.g. Dyrra the dayrunner orc has a total of +2 bonus with her longbow (1d8, x3) and she has hard time hitting the goblin behind improved cover (AC 24). Still, with a roll of 20 she hits AC 32 for 7hp.
If the goblin had a better shield (+2AC), banded mail (+4AC), a barkskin cast by the tribe shaman on him (+2AC) and the dodge feat (+1AC) his AC would be 33, effectively making it impossible for Dyrra to hit him, even with a natural 20.
Now that Dyrra hit she rolls again d20+2 (17+2) for crit confirm and 2d8 (9) for crit damage, for a total of 3d8 with the original roll. If her second roll would've hit she would've caused 16points of damage but this way her damage remains 7 points, still sufficient to send the goblin flying to his back as a lifeless lump.
There's a variant for this rule and if you prefer we can use it this way but as always, better crit favors the underdog, i.e. typically the party's opponents.
With the stock rules you can still go lucky with non-crit (e.g. 1d8 = 8) and unlucky with crit (e.g. 3d8=3)
The variant says that you can't go extremely unlucky with a crit damage roll: the first crit damage die is always maxed so any crit damage is automatically higher than any non-crit damage.
E.g. dagger 1d4, 19-20/x2: you roll crit confirm but don't roll crit damage as the second roll is automatically maxed out (4). Your total damage is automatically 1d4+4 (plus twice any bonus you have).
E.g. longbow 1d8, x3: you roll crit confirm and 1d8+8 for crit damage. Your total damage is 2d8+8 (plus three times your bonus)
Would you like to include this as a house rule?
It's practically almost (if not completely) the same as the "stock" version.
1. You roll attack and damage.
2. Your attack roll must fall into the threat range (in case of Lugar's dagger, 19-20) and it must hit. For this purpose, a natural 20 counts as 30.
3. You roll crit confirmation (same attack roll with same mods) and crit damage (in the dagger's case, same damage roll).
4. If the crit confirm hits (not necessarily falling into threat range) then the damage is critical: rolls of step 1 and step 3 are added up. Otherwise, damage is as rolled in step 1.
E.g. Dyrra the dayrunner orc has a total of +2 bonus with her longbow (1d8, x3) and she has hard time hitting the goblin behind improved cover (AC 24). Still, with a roll of 20 she hits AC 32 for 7hp.
If the goblin had a better shield (+2AC), banded mail (+4AC), a barkskin cast by the tribe shaman on him (+2AC) and the dodge feat (+1AC) his AC would be 33, effectively making it impossible for Dyrra to hit him, even with a natural 20.
Now that Dyrra hit she rolls again d20+2 (17+2) for crit confirm and 2d8 (9) for crit damage, for a total of 3d8 with the original roll. If her second roll would've hit she would've caused 16points of damage but this way her damage remains 7 points, still sufficient to send the goblin flying to his back as a lifeless lump.
There's a variant for this rule and if you prefer we can use it this way but as always, better crit favors the underdog, i.e. typically the party's opponents.
With the stock rules you can still go lucky with non-crit (e.g. 1d8 = 8) and unlucky with crit (e.g. 3d8=3)
The variant says that you can't go extremely unlucky with a crit damage roll: the first crit damage die is always maxed so any crit damage is automatically higher than any non-crit damage.
E.g. dagger 1d4, 19-20/x2: you roll crit confirm but don't roll crit damage as the second roll is automatically maxed out (4). Your total damage is automatically 1d4+4 (plus twice any bonus you have).
E.g. longbow 1d8, x3: you roll crit confirm and 1d8+8 for crit damage. Your total damage is 2d8+8 (plus three times your bonus)
Would you like to include this as a house rule?