Devastating Blow: Double / Triple Damage Rather than a Crit


Skills and Feats


It seems to me that changing the way this feat works so that it does double or triple damage on a successful hit would be the best way to solve the "high crit mod is God" problem.

I'd let the feat be taken at +6 BAB and have it do double, then have this improve to triple at +11 BAB.

Thoughts?


Sounds good, though I might increase it to quadruple damage at +16 BAB.


Velderan wrote:

It seems to me that changing the way this feat works so that it does double or triple damage on a successful hit would be the best way to solve the "high crit mod is God" problem.

I'd let the feat be taken at +6 BAB and have it do double, then have this improve to triple at +11 BAB.

Thoughts?

Sounds reasonable and would be in line with the Backswing damage progression. But I would suggest raising the BAB requirements by at least two and letting it still count as a critical. Otherwise it might let Deathly Stroke look rather bad by comparison.

Please allow me to repeat my suggestion from another thread.

Tholas wrote:

Regardless if Devastating Blow is too good or not, the more I think about it the more strange is the concept that every weapon that happens to have a high crit modifier, even simple ones like spears, do perform way better than weapons with a low modifier but higher thread range.

Take a greatsword vs. a longspear, shortspear or spear for an example. Spears migh be nasty impaling weapons but I just can't get into the concept that they do aprox. 150% the damage of a greatsword on a Devastating Blow.
I'd like to see a more fair approach, like always x3 damage that counts as a crit in game mechanics and can be enhanced by the critical feat and level 20 fighter ability. Or something that factors in the thread range of the weapon. (Would probably be broken with 18-20 weapons if you don't set a cap at x3 or x4)


Sounds good. Avoids the "stuff that activates on crits doesn't here" and evens the field - since higher multipliers are rewarded, but higher ranges aren't.


KaeYoss wrote:
Sounds good. Avoids the "stuff that activates on crits doesn't here" and evens the field - since higher multipliers are rewarded, but higher ranges aren't.

That's what I was thinking (and presumably that's what Velderan was thinking).

Either way, I really like this feat because it gives characters the option to move and attack without sucking.

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