dwarinpt
04-18-2017, 01:23 AM
I'm sure this has come up before, and I remember seeing Greg suggesting it. I'm seriously considering replacing the doubling of damage from critical hits in combat with just rolling the normal damage dice and ignoring all the armor. It goes something like this:
- When two opponents roll critical hits, the hits are just considered normal hits. In effect, the criticals cancel each other, but you consider who rolled higher and lower to determine partial successes and successes. Example: a Player-Knight has Sword 25 and the opponent has Spear 32. The PK rolls 17+5 = 22 and the opponent rolls 12+12 = 24. In this case, there are no critical results, but the opponent rolled higher than the PK, so he rolls normal damage, and the knight is protected by armor + shield as result of his partial success. Under the normal rules, the maximum result is 20, so both would have rolled 20 and the PK would have won (sword trumps other weapons). However, nothing would have happened if the PK had a mace and the opponent a spear.
- Whenever someone rolls a critical and the opponent is merely successful (i.e. does not roll a critical), then whoever rolled critical, just rolls normal damage dice and ignores any armor and shield. This will avoid a bit of the "tink, tink, boom" effect of the game without compromising much of its grittiness and lethality. I still have to test this rule to know exactly how it plays in combat but will certainly avoid a lot of deaths for the more unlucky players.
Anyone tried any of these?
- When two opponents roll critical hits, the hits are just considered normal hits. In effect, the criticals cancel each other, but you consider who rolled higher and lower to determine partial successes and successes. Example: a Player-Knight has Sword 25 and the opponent has Spear 32. The PK rolls 17+5 = 22 and the opponent rolls 12+12 = 24. In this case, there are no critical results, but the opponent rolled higher than the PK, so he rolls normal damage, and the knight is protected by armor + shield as result of his partial success. Under the normal rules, the maximum result is 20, so both would have rolled 20 and the PK would have won (sword trumps other weapons). However, nothing would have happened if the PK had a mace and the opponent a spear.
- Whenever someone rolls a critical and the opponent is merely successful (i.e. does not roll a critical), then whoever rolled critical, just rolls normal damage dice and ignores any armor and shield. This will avoid a bit of the "tink, tink, boom" effect of the game without compromising much of its grittiness and lethality. I still have to test this rule to know exactly how it plays in combat but will certainly avoid a lot of deaths for the more unlucky players.
Anyone tried any of these?