Another idea that I have had for an Ideal RPG is a critical stystem. Crits should hurt. Yes, dealing massive amounts of damage does hurt, but in an abstracted HP system, the damage is just eventually healed anyway. In my opinion, it was always more fun when we played a system where a crit meant something (i.e. Warhammer RPG or Mechwarrior).
Crits should have lasting effects in game, that aren’t easy to fix. The critical could sever an artery, cost a player an eye or leg, or scar his face. This may mean lasting repercussions to the character, or at least disadvantage until they could be properly healed (what if clerics couldn’t fix all damage immediately? That may be a topic for another post).
Crits need to happen less often than they do in 4e if they are going to be this debilitating. With any roll of ‘20′ being an automatic critical, crits happen 5% of the time. However, for a low-level 3.5 character, he may only hit on two consecutive 20s (for a 0.25% chance). Crits should happen somewhere between the two extremes. I would think that always using a 19 or 20 for possible crits, then a confirmation roll would be about the right number of crits per game. As you can see in the graph below, this would be a flat, even geometric increase as monsters get easier to hit.
How often a critical happens, however, is up for debate, and not the entire point of this post.
Perhaps there could also be a ’severity’ of criticals, with a ‘19′ meaning you are eligible for an less severe (or easily corrected) critical, and a ‘20′ meaning you are eligible for a devastating critical. This would save us from some sort of superfulous ‘crit severity’ chart, and allow us to immediately roll the critical. This roll may be a d100, with the first digit determining the body part, and the second determining the actual critical.
This critical system would make the game seem more gritty and real. Combat is not just a matter of rushing in and droping HP to 0, it’s dangerous, and it could hurt you.
Tags: crit system, ideal RPG, RPG
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