|Zetesofos Goblin Squad Member|
Thank you for covering crits! They're biggest wildcard in the combat system IMO.
How does the crit roll actually work?
This is something I forgot to mention in the video that's one of the other cool side effects of going to the injury threshold system rather than modular debuffs: we can now have a bonus to chance to crit and a bonus to magnitude of crit that's much closer to tabletop. That is, swords crit more often while axes and bows crit less often but for more injury when they do crit.
We're still tuning the crit formula for the new injury system, so for now I'll just say that it's rolled independently and has a lot to do with margin of success; the more you exceed the target's defense with your hit roll, the greater your chance to crit (and failing to exceed the target's defense means no crit).
So, here's an interesting question - how much will level play into crits. I'm imagining a situation in which a higher level character fighting a bunch of lower level newbies will always be in danger of taking HP damage, however they would be relatively well protected from injuries. Conversly, lower level players might be able to defend themselves against a higher level player, but at the expense of significant injuries, meaning they can't zerg swarm for long stretches of time.
I can also imagine that monsters can be ranked by their injury potential, with bossess quickly stacking up injuries on unprepared groups.
Is this something you've talked about or considered?