Talk:Crit Dice (3.5e Variant Rule)

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Revision as of 12:48, 11 September 2013 by Alcyius (talk | contribs) (Ratings)
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Discussion

Alright, but the likelihood of ever getting more than a double crit never goes much higher than 8%, with 22 crit dice. Even so, you're saying you dislike this rule, but the reasons you give are the goals of the rule. It isn't meant so much to fix balance, but to reduce the chances of a crit and allow for crazy results on a super lucky roll. Alcyius (talk) 12:48, 11 September 2013 (UTC)

Ratings

RatedDislike.png Sulacu dislikes this article and rated it 1 of 4.
As a rule, I am not a fan of rules that greatly increases the amount of rolling between actions, but that is generally not enough to warrant a dislike. The result of this rule is that higher threat ranges will be less statistically likely to result in a critical hit (22.62% vs. 30% on a 15-20 threat range, provided the assumption of unbiased dice), but at the same time, multipliers can easily grow out of proportion on a lucky roll. In other words, it is likely to create more balance issues than it solves.