Mark Moreland
Director of Brand Strategy
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So thought I'd throw out a new discussion around a Paizo product.
Critical Hit Deck
Critical Fumble DeckWe already know that criticals have changed in 4E. How would you integrate them?
Discuss.
It'll be really tough, as there's no ability damage in 4e, and most of the status effects don't work the same either. It could probably be converted, but the point of simplifying crits in 4e is to speed up play and increase the "cool" factor of a crit (no more rolling double ones on crit damage), so taking the extra time to convert the crit deck is a bit counterproductive.
| Antioch |
Instead of ability damage, apply a penalty to things that use the score. If a crit inflicts 4 Int damage, for example, a character takes a -2 to Int skills and perhaps AC (if she uses it for AC), and also powers that rely on Int (-2 to wizard attacks and damage).
You could also have a crit inflict conditions on a character. If a character takes a LOT of obvious damage to his legs, you could say that they are Slowed until they are healed with a Heal check or a divine power. Perhaps allow them to burn several healing surges to remove it. Whatever works.
| Mormegil |
Instead of ability damage, apply a penalty to things that use the score. If a crit inflicts 4 Int damage, for example, a character takes a -2 to Int skills and perhaps AC (if she uses it for AC), and also powers that rely on Int (-2 to wizard attacks and damage).
I believe that this is contrary to the philosophy of 4ed that doesn't want the player to be constantly checking for effects his character. This is the greatest problem for me to use the deck. On the other hand if you definitely want to ue it then I suppose this is a good way.
Ed Zoller 52
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Okay so I received the first module of fourth edition and got a taste of the new rules. Not much changed from the play test from what I see. I made a sort of cheat sheet for my players explaining the rules. Already I took a few things out, and added a few more. Pertaining to this board I am definately keeping both decks. Dropping the max damage only. I can tell you playing a game of Savage Tides right now at 17th level, I believe taking the potential criticals away and only having 20's do it will definately speed up play. I have one fighter who crits on a 12-20. Every hit is a possible crit. Anyway, I will keep both decks. Last night the players fought a 400HP creature with a 20 Fast heal but ended up with all criticals against him draining 28 bleed/round in just a few rounds....good stuff. No changes neccessary except for ability drains. Because I doubt 4th edition will have restoration spells in it, I will change it to be temp damage/encounter. My players love the flavour of the deck and love reading what the headlines read..."You'll shoot your eye out!" We will have to see if there are any other changes necessary, but did find one: Now DC reflex saves will switch to the DM (me) rolling against their Reflex AC for saves. That was one aspect of many that I changed already. Hint! What do people think of the 3 failed rolls and your dead stuff. Went back to -CON and your dead, and 10% stabilization bleed as well.
| Pop'N'Fresh |
I plan to use the decks as well, although I only have the critical hit deck. Amazon is shipping my miss deck as we speak. As we play 4e, and get more used to the rules I think many of the effects on the cards can be re-used with little to no modification.
Bleed damage should just be maxed out and be classed on ongoing damage each round, following those rules as presented in 4e. A Heal check or healing surge will stop the blood loss.
Normal, double, or triple damage is replaced by the 4e mechanic of max damage on a crit. Nuff said.
Ability damage can just be bonus damage to your roll, again maxed out. So if my attack does d3 Dex damage, just add 3 damage to your roll, and explain that you struck the target's leg or something.
Other spell-like crit effects may be more difficult to figure out, but as long as they follow most of the other rules of 4e, they should work fine as is.
One other thing to consider is the saving throws, which are as previously mentioned, defenses of the target now. So an effect from the deck that requires a Fort save would now require the attacker to roll against the target's Fort defense.
Ed Zoller 52
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Roll against the creatures fort defense is an excellent idea for that. The love of the table are in those decks. Most of the colorful sentences are from those decks. Some of the best deaths and most memorable are from the decks...they stay and will make them work. Why not drain ability points/encounter? a -4 dex changes their ranged to hit and AC. We are keeping those too just resetting it after the encounter.
| Pop'N'Fresh |
Roll against the creatures fort defense is an excellent idea for that. The love of the table are in those decks. Most of the colorful sentences are from those decks. Some of the best deaths and most memorable are from the decks...they stay and will make them work. Why not drain ability points/encounter? a -4 dex changes their ranged to hit and AC. We are keeping those too just resetting it after the encounter.
I don't think 4e uses ability score damage or penalties anymore because they complicate things quite a bit. For instance, poison is a damage type now instead of dealing ability damage, but can cause other conditions as well. So if you get poisoned, you will lose hp as well as possibly suffering another condition, or sometimes the poison damage will continue each round unless you make a save.
So I would probably stick with just bonus hit points damage instead of ability damage to keep it simple.
| Goth Guru |
Seems simple enough.
In 4th, hit points spontaniously regenerate.
So would ability damage. Just spend an action point or whatever.
Maybe roll Con. to regain a point each round.
If I start using the decks, I may pull out sudden death.
I never used sudden death at half hit point damage in 3.5.
If you want to use the whole deck, a death card when the target isn't at -10 hit points means a deathlike coma.
For 4th edition substitute the level adjusted negitive number.
Curing a coma requires a heal check in 3.5.
In 4th edition someone can cure themselves using action points or something.