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>I have to roll again to confirm a critical

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Thread replies: 26
Thread images: 8

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>I have to roll again to confirm a critical
>>
>>44116743
>giving the lowliest of low creatures in the universe a 1/20 chance of critting a literal god on every attempt

no thanks
>>
>>44116784

But you're fine with him having a 1/20 chance of hitting in the first place?
>>
>>44116743
Confirming criticals are designed to protect players from creatures generally, not the other way around as most people think.

At high levels most characters have means to force criticals to not confirm, at least in 3.5, 3.PF, and 3e.
>>
>>44116784
>critting does double damage
Hope that god likes taking 10 damage this round instead of only 5 damage!

But seriously I'm with OP. Fuck confirmations.
>>
>>44116827
thats the same for either auto confirm or roll to confirm

its a flaw of the system and while I don't think it makes any sense it works better than allowing the peasant to crit some level 18 fighter instantly

I have played in a few homebrew games where the rules were a bit different and I didn't mind them

the system that I tend to enjoy the most is
nat 20 is auto confirm
if you weapon crits on a number below 20 you must roll to confirm

that way people are still happy when they roll a 20 and it doesn't make weapons with higher crit ranges imbalanced
>>
>>44116743
Imagine ever not rolling a 20 on demand
>>
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>>44117013
>nat 20 is auto confirm
>if you weapon crits on a number below 20 you must roll to confirm
I like this.
>>
>>44116743
>Not playing a game with double and triple crits that lack the need of confirmation rolls.
>>
>>44116743
>Not having the definition of a critical be chunking off more than half the opponent's health in one attack, or 10% if it's a weak point.
>Not having the opponent roll to resist getting all action penalties due to massive trauma suffered.
>>
Outside of situations with damage, I like to think of it as also a roll to see how well you crit. My players like natural 20s having unique effects, and this is a way to reduce their impact without taking them out.
>>
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>>44119076
This seemed like such a fun and metal way to play when I first read it
>>
>>44116743
I force my players to roll again to see if they get to double crit. They can go again, doubling each time, up to 5 crits which if it ever happens I'd let them basically do anything
>>
>>44119203
It is pretty fun. I've had players detonate dudes' spines with shields, pulp shoulders, and punch someone so hard their target's kidney knocked another dude out.
Getting to describe this shit is why I love GMing Anima.
>>
>>44119209
I love exploding dice.
>>
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>>44119284
>I've had players detonate dudes' spines with shields
This sounds fun as fuck
>>
>>44120414
...Did he ded?
>>
>>44120414
I really want to play a Liefeld game now.
>>
>>44120498
>I really want to play a Liefeld game now.
>>
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Rolled 2, 5, 4, 5 = 16 (4d6)

>>44120554
>>
>>44120927
>They call me...FARSLASH
>leaps into air but still somehow obscuring feet
>>
>>44116743
I see nothing wrong with that. Sure, it means that you're less likely to get a crit, but you still hit, and it also means that you're less likely to get a critical miss and get a regular miss instead.

>>44116872
To be fair, some weapons do more than two damage. A pick may only crit on a 20 exactly, but it will do x4 damage. Since it's usually a 1d6 weapon, that means it'll do 24 damage with a crit at its highest damage roll - even more if the character has a decent damage bonus.
>>
>>44121063
Name one currently-living god in a D&D pantheon who has fewer than 25 HP.
>>
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>>44121148
Doesn't seem to be something that's easily googled, but apparently back in AD&D there's a god who's literally named Fire God with only 3+1 hit dice. I'm not fully sure what that means, but he sounds puny.
>>
>>44121329
Well, I guess if Fire God is rolling for HP, then he will probably end up with fewer than 25 HP, so I concede. It is possible to crit a god with a pickaxe, as long as it's a +1 or better pickaxe.
>>
>>44121329
I'm gonna use this guy in my next game
Thread posts: 26
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