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How to adjust stuff for an auto-critical-hits house rule?


Suggestions/House Rules/Homebrew

Sczarni

In all the games I play in and GM, we never roll to confirm critical hits. Basically, nobody wants to have to make two attack rolls just to find out whether they deal extra damage. So basically, every "critical threat" is a critical hit. I know that this is a fairly common house rule.

My question is what I can do about abilities, feats and such that affect critical confirmation rolls. I don't want them to be a waste.

Currently, I've ruled that any ability that would add +X to the roll to confirm a critical hit instead just adds +X flat damage on a critical hit. So Critical Focus, for example, just adds +4 damage to a crit.

I'm happy with this system. But what I'd *really* like to figure out is what to do with abilities that make a crit automatically confirm. For example, the Ranger Guide archetype's Inspired Moment lets the ranger auto-confirm crits. How can I make that part of the ability still useful?

I'm thinking of making anything that causes an auto-confirm add an additional x1 to the critical modifier. I'm a little worried that this might be overpowered.

Any other ideas? Or any criticism of this one?

Grand Lodge

Pathfinder Battles Case Subscriber

Have auto-crit abilities make the damage maximized.

The Exchange

But how do you deal with crit ranges or bonuses to confirming crits? Such as a rapier's 18-20 range, or the Critical Focus feat.


My only issue with this system is what happens when the Targets AC is so high that only an attack roll that falls in to the critical threat range will hit. say a Fighter with +10 to hit using a Keen Scimitar (15-20 threat range). If he is fighting a beasty with 25 AC then any attack that hits is a Crit. There is no chance for a normal hit. He either misses or Crits. I just dont like the feel of that.

I'm not to thrilled with the whole confirmation roll as it add another die roll, but the other options of Auto-Critting sits even less well with me. I would much prefer a system based on how much you exceeded what you needed to hit increasing your damage.

For example: Every 5 points over what you needed to hit increases the damage by the X

Threat range could lover this but not as signifigantly as the increase in threat range. Say a weapon that does 19-20 crit would increase damage for every 4 points over the needed attack roll. 18-20 every 3 points. Keen or Imp. Crit would decrease it by one more.

It would take some working to flesh out but would much prefer this to the current system or auto-criting.

Sczarni

CrackedOzy wrote:
But how do you deal with crit ranges or bonuses to confirming crits? Such as a rapier's 18-20 range, or the Critical Focus feat.

Crit ranges work exactly as normal.

Sczarni

TriOmegaZero wrote:
Have auto-crit abilities make the damage maximized.

Great idea, except that's probably even more powerful on average than my additional x1 to the multiplier. I might try that.

Sczarni

FreelanceEvilGenius wrote:
My only issue with this system is what happens when the Targets AC is so high that only an attack roll that falls in to the critical threat range will hit. say a Fighter with +10 to hit using a Keen Scimitar (15-20 threat range). If he is fighting a beasty with 25 AC then any attack that hits is a Crit. There is no chance for a normal hit. He either misses or Crits. I just dont like the feel of that.

I can understand that objection, but it basically just doesn't bother me.

FreelanceEvilGenius wrote:

I'm not to thrilled with the whole confirmation roll as it add another die roll, but the other options of Auto-Critting sits even less well with me. I would much prefer a system based on how much you exceeded what you needed to hit increasing your damage.

For example: Every 5 points over what you needed to hit increases the damage by the X

Threat range could lover this but not as signifigantly as the increase in threat range. Say a weapon that does 19-20 crit would increase damage for every 4 points over the needed attack roll. 18-20 every 3 points. Keen or Imp. Crit would decrease it by one more.

It would take some working to flesh out but would much prefer this to the current system or auto-criting.

Interesting, but that seems kinda complicated. I'd rather not have to do math like that for every attack roll. Plus it makes 20s a bit less exciting. I think they should still be cause for great rejoicing, even if you need a 20 just to hit a high AC monster.

It seems to me that your method would make low AC creatures weaker (since they'd be getting "critted" all the time) and high AC creatures way stronger (since they'd be immune to crits entirely if they had at least 16 AC over the attacker's attack bonus).


Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules Subscriber
Trinite wrote:
Basically, nobody wants to have to make two attack rolls just to find out whether they deal extra damage.

Since this is such a chore, you could consider rolling two dice at once, having declared which one is your confirmation die. Most of the time disregard what it says.

Heck, sometimes I roll attack and damage at the same time.

Or have I misunderstood? Is the issue that your players don't want to have the possibility of failing to deal extra damage? If you're going to auto-crit on any threat, you've already boosted the average output for damage-dealers. I'd just disregard abilities and feats that predicate on critical threats because more isn't what you need.

Oh, and you could also consider making your bad guys have max hit points. That should compensate for all the free damage your damage-dealers are doing.


Pathfinder Adventure Path, Modules Subscriber
Trinite wrote:
TriOmegaZero wrote:
Have auto-crit abilities make the damage maximized.
Great idea, except that's probably even more powerful on average than my additional x1 to the multiplier. I might try that.

Agreed. simple and elegant solution. All crits automatically confirm, auto-crit abilities instead maximize damage rolls.

In our game we've altered the hit point system so that crits, bleed, sneak attacks and failed saving throws are really the only way to take lethal damage with everything else essentially non-lethal damage... but then, we never seem to have any clerics around either.

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