Need help understanding a change to crits my DM wants to implement.


Homebrew and House Rules


So, I'm about to start playing a game on Roll20 with this dude, and while I'm eager to start playing again, I've run into one issue: he wants to house rule crits. To be frank, I can't wrap my head around the rule change. I've had a friend on Twitter explain to me the basics of it, but any extra help would be appreciated. (And, yes, I know, I probably should just ask the GM, but he's yet to respond to my Skype inquiries.)

So, here's how he describes the rule change:
- I do not like the Critical hit system in both D&D 3.5 and Pathfinder with a fixed double/triple damage.
New System: The threat range is still kept (if not written on item, the threat range is a natural 20). If an item has a higher multiplier than x2, each reduction in integer increases the threat range by 1 until the multiplier is a x2 (a x4 becomes a threat range of 18-20).
If the natural attack roll is within the threat range, the attacker deal "n" degrees of critical strike if the total attack roll totals to more than [Target's AC+5n].
If the natural attack roll is not in the threat range, the attacker deal "n" degrees of critical strike if the total attack roll totals to more than [Target's AC +10n].
For each n degree of critical, attacker deals n*(damage dice). So a triple critical with a trident is a (3*1)d8=3d8. STR modifier does not get multiplied.
If the target receives at least 1 degree of critical, target must roll DC13 Constitution check. Failure means the attacker rolls for critical effect (or I can use the SRD's Critical Effect Generator).
If you critical fumble (rolling a natural 1 on an attack roll), roll DC13 Constitution check. Depending on how badly you fail I will give you a negative effect.

Anyone willing to sort of simplify the wording here for me?

Scarab Sages

There are some weapons, like picks, that are very 'feast or famine', when it comes to critting. Nothing at all, then suddenly a times four crit, that obliterates the opponent.

He's trying to get rid of the swinginess, by having extra damage occur more often, but reduce the effects of that extra damage to being increments of weapon damage dice (like Vital Strike), but ignoring multiplying Str or other static bonuses.

I think he may be surprised by the results he gets from this, especially at higher level, when the PCs only need natural rolls in the single digits to hit CR-appropriate foes. They'll be adding extra damage with virtually every attack.

Shadow Lodge

Here's how I read it.
.For every multiplier of threat range above x2, increase the threat range by 1 (scythe crit range would be 18-20).
.On a natural roll in the threat range, for every 5 above the target's AC, you deal extra weapon dice. A triple crit with a scythe would deal (3*2) 6d4 damage with no strength multiplier.
.On a natural roll outside of threat range, you get a critical for every 10 above target's AC.
Critical effects are self-explanatory.


Okay, so, hypothetical scenario.

I'm using a warhammer, which has a critical of x3. in the news system, that would mean that I have a 19-20/x2 crit. I'm attacking a dude with an AC of 14. If I roll a Natural 19, I'm doing (2x1d8)+STR Mod. If my various attack bonuses on that roll added another 5 to the roll, giving me a 24, I would do triple damage.

If I rolled a natural 18 in that same situation, I would have to have a +6 attack roll bonus to get that double damage, due to me being out of the threat range.

Am I reading this correctly?

Scarab Sages

Yes, that fits what was quoted in the first post.

He needs to clarify what he means when he says the STR bonus is not doubled; is he saying that none of the static bonuses are multiplied?

Because that is a big element of the damage for some PCs, and a lot of monsters.

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