goodmangames wrote:muherd wrote:Since a dual wielding warrior will typically be rolling d16+d14, does that mean he'll crit on a max roll ("16" on d16, etc.) provided he hits?
Depends on his Agility score. Generally speaking, warriors with less than astounding Agility (i.e., 17 or less) will crit on "exactly" the hit roll needed. If the enemy's AC is 13, for example, the warrior will crit on exactly a 13. This isn't quite as elegant as I want yet but it's the best I've come up with so far.
Select classes will have improved two-weapon fighting ability (playing with that as a halfling ability now) where they'll crit on the natural 16 on a d16.
As I pointed out in an earlier thread, you start to skew the game if you do what you are talking about.
The chances of getting a crit on a d16 are higher than a d20. This even becomes much bigger once you start doing dual weapons.
example: d20 = 5% chance of a crit
d16 = 6.25%
Even if a dual weapon person uses a d16 and d14... their chance to crit per round would be:
6.25% + 7.15% = 13.4% chance of getting one crit per round... with a 1% chance of two crits. Much higher than a sword and board type fighter. (could be intentional design issue to balance damage production by giving higher chance to crit hit)
I like the idea that you threw out earlier about maybe a crit being an exact hit on the creatures AC. That could even work if the AC ranges that were discussed earlier are going to make the final version of DCC RPG (i.e. AC will not be astronomically high).
After rambling on for a bit now, I would like to throw out 2-3 thoughts for people to mull over:
1. Crit on matching AC --- high level characters will not crit people with low AC's as often, but that gives the 'softer' characters (i.e. wizards) a chance to survive the beating a tougher melee opponent can dish out. (Pro: survive melee longer without armor at higher levels.... Con: A dragon will probably not score a crit on you... so takes some of the danger out of the combat).
2. Crit is automatically scored on a 'Natural 20' or scoring 10 more than the AC on the dice roll. This keeps combat moving and lethal. It keeps AC important. And yes, neuters the dual weapon characters a bit... but then again, you get two chances each round. (Pro: Simple Cons: more critical hits scored)
3. Crit remains only on a natural 20. Give some advantage to the single weapon people.
4. Crit hit on max die roll (20,16,14,12,10). If the modified hit number is over the AC of the monster (i.e. it would hit normally), then you would roll on the to hit table. Otherwise it does just max damage.
On a side point...
In our group we encourage people to roll hit and damage dice together. If we start to throw in d3,d4,d6,d8, etc... as bonus dice. It could make things more confusing to the player. I think the idea that you have is cool, I am just pointing this out for the average joe gamer... Most people on this board are NOT average gamers.