Melkiador |
It feels like the rules for critical hits and misses require you to compare every strike against 3 different armor classes. You have the base armor class, and then the 2 critical armor classes.
Personally, this feels clunky to me and like a pretty big burden to the DM to need to run the AC numbers for every attack multiple times, to know if someone criticaled or not.
Melkiador |
Adding or subtracting 10 is "all that math"?
It's not hard math, but it's a lot of it.
Far more annoying to me is telling the players the DC for everything. Because it matters.
The same argument could be used for AC too though. A player needs to know more than just whether they hit or missed. They need to know if they hit or missed by 10 or more. It seems like it's going to be super inconvenient for those DMs who don't want you to immediately know the exact AC of creatures.
And how often are we going to hear, "but did it crit?"
Melkiador |
I'll do the maths in prep - my notes will have the 3 values AC and crit success and failure. Same for saving throws.I'll only need to glance at my notes.
Just keep in mind that's at least 2 sets of 3, since there is Armor Class and Touch Armor Class to be considered. It gets bulky rather fast.
jquest716 |
I'm a bit confused if the AC is 15 and the player says 25 its a crit and if the player says 5 its a failure....I just don't get the difficulty here. I like the new crit/fail system and I feel it's a very simple thing to handle. Also as a DM I always took down the player AC and Hp so if I need to add crit AC and Fail AC isn't way to much in a normal sized party (4 or 5 players).
PossibleCabbage |
I feel like it's just easiest to let everybody know everybody else's armor classes always.
But really you just need to know the armor class the specific attack is targeting, then figure if the number is 10 more or 10 less than that one. It should be a lot quicker in play than confirming crits, even if it's slightly more (easy) math for the GM.