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I think this is a very creative way of handling critical hits. My initial reaction was "this is cool and I like it". But after some initial math in my head I'm not sure how effective it would be unless critical hits were a lot more common. Also I'm not sure what game rules you are going to apply this too. I'll just use the 3.5 DnD rules where at best you can get a 25% chance to crit. Which would mean about 1 in 4 attacks would probably crit. Lets assume the other 3 still hit. After the other players take thier turns and wittle this monster from 100 hitpoints down to the point of passing the crit margin it's almost dead anyway. But playtesting could prove otherwise as it took me all of 2 minutes to come up with this hypothesis..lol. I'd say for this system to be effective it would have to work quite a bit and not just once in a while. I dont' think the extra paperwork would be much of a problem. But anything to help emphasize the crit is nice as I do love my fighters! So kudos for a new idea
Thanks for the comment. I like tetsubo57's videos because the stream of consciousness style often helps kickstart my own thoughts on a subject. Don't forget the need to "confirm" a crit in some 3.XE games, too, which lowers the frequency by a bit (it is often fairly easy to confirm at higher levels, of course).For Griffins & Grottos, I set aside the need to confirm and added a twist . . . on any crit the player can choose whether to do maxed regular damage (and forego rolling the dice) or roll twice the number of dice (rerolling "ones" and adding modifiers as appropriate) and hope to get even more damage, though it can also result in less damage in some instances. It's expressed at the table as the GM simply asking on any crit if the player wants to do "double or max?"
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