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Some Thoughts on Critical Hits

conan8_medFor years, my AD&D critical hit rule was as follows.

So long as the the attacker is using a weapon that is capable of hitting his target, a true 20 always hits and does max damage. A true 1 always misses.

I always felt that the “double damage” rule, was a bit too dangerous, for low level characters. The max damage idea, though, isn’t much more forgiving. While there’s no chance of an awesome roll causing 16 + points of damage from a longsword, there’s also no chance for a lucky break, granted by a low roll of the 2d8.

I really like the idea of a natural 20 being something special, so, in addition to the “always hits/always misses” rule, I’m going with the following:

On a role of a True 20, a second die, one that is half the size of the weapon damage die, will be rolled and added to the sum.

So, a longsword would do 1d8 + 1d4 + any other applicable bonuses.

The small die makes rolling a true 20 worth while, yet doesn’t all but guarantee that a 1st level character is going down. He would be in serious trouble, but at least he’s got a decent shot at still standing at the end of the round.

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