
Pugbear |

My friends and I have never used the confirm critical rule. We simply find it more fun to play the good ol' classic way. However, it did occur to me that Confirm Critical might be useful to make medium and heavy armor more relevant. My very quick idea basically breaks down like this..
Light Armor---Critical Hit does not need to be confirmed
Medium Armor---Standard Critical hit confirmation rule
Heavy Armor--- Standard Critical hit confirmation, plus a minus to the confirm role equal to half(rounded UP) the armors bonus. So, say you get a 20 against someone wearing Half Plate, your Confirm Critical Role would be at a -4, since Half Plate grants a +8
I haven't put much thought into this at all, but it seems like it could be a nice little addition to help out the the Medium and Heavy Armors and give one more incentive to wear them.
We're starting something new soon, and we might try it out. Thoughts anyone?

Mauril |

This basically screws rogues and bards. Bards can't cast their spells in medium or heavy armor, even if they get the proficiencies and rogues lose several of their abilities (namely evasion) if they put on medium or heavy armor. Also monks, wizards and sorcerers (who are probably not in any armor) also get shafted.
Rather then tossing the crit confirmation out for light armor, consider leaving things normal for light armor, adding a +2 AC against confirmation rolls for medium and a +4 AC against confirmation rolls for heavy armor.

Mauril |

Or, better yet, no matter the type of your armor, you get to add 1/2 its base AC value (that is, the AC provided by the armor before enhancements, Dex, feats, etc.) to your AC against crit confirmations. If you want to make medium and heavy armor better, give them an additional +1 and +2 respectively. This makes Crit Focus less of an entry feat and actually sort of useful if you fight lots of armored foes.

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My friends and I have never used the confirm critical rule. We simply find it more fun to play the good ol' classic way. However, it did occur to me that Confirm Critical might be useful to make medium and heavy armor more relevant. My very quick idea basically breaks down like this..
Light Armor---Critical Hit does not need to be confirmed
Medium Armor---Standard Critical hit confirmation rule
Heavy Armor--- Standard Critical hit confirmation, plus a minus to the confirm role equal to half(rounded UP) the armors bonus. So, say you get a 20 against someone wearing Half Plate, your Confirm Critical Role would be at a -4, since Half Plate grants a +8
I haven't put much thought into this at all, but it seems like it could be a nice little addition to help out the the Medium and Heavy Armors and give one more incentive to wear them.
We're starting something new soon, and we might try it out. Thoughts anyone?
I actually have a crit confirm resist bonus for all the armors, even light suits. Format of Slashing:+X, Piercing:+X, Blunt:+X.
Granted most vales are +0/+1. So a suit of full plate may read S:+3,P:+2,B:+1 on the number added to defenders AC in what is needed to crit the one wearing the armor after a crit is rolled (much like your system, just lower numbers).A 20 nat confirm is still a crit.
Bonuses based on how some armors were slightly better than others in their design, niche, time-frame, etc, vs. different kinds of weapons.
1st/2nd ed inspired.
Also use it only for manufactured weapons, but my players are always fighting more enemy humans/humanoids.