Critical Hits - What Are They Good For

  Рет қаралды 496

Willy Muffin

Willy Muffin

2 ай бұрын

A bit of an essay and comparison of critical hits in different games and editions of Dungeons & Dragons - what they represent, and why they do - or do not - work.

Пікірлер: 45
@elliotvernon7971
@elliotvernon7971 2 ай бұрын
Excellent video - Having played all these games over the years, I have come to the position that Gygax got it right in 1e, but then I am not a simulationist and like the game/abstracted element of AD&D. Another point is that critical hits favour monsters in killing players as there are more monsters with a chance to roll 20. One extra point - on helmets in 1e AD&D - see DMG p.26 - ‘If a helmet is not worn, 1 blow in 6 will strike at the AC 10 head, unless the opponent is intelligent, in which case 1 blow in 2 will be aimed at the AC 10 head (d6, 1-3 = head blow).’
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
The way I view 1st Ed. is that - you don't spend the better part of a decade developing a game without figuring out a thing or two. Yes, Gygax knew what he was doing. I play and enjoy playing all of the four games I used for illustration in the video - there's no inference that one system is better than another. They're just... different, and vive la difference! Where we live now in an ocean of OGL and D20 games, and a sea of retro-clones, games with different approaches remain stand-out and refreshing. I will admit to having completely forgotten the 1st Ed. helmet rule! I've been compiling a 1st Ed. document for use at the table that gathers the rules we use from the various sources into one place - I'm glad you reminded me of this one before I got to print the thing off!
@kathykoenig6512
@kathykoenig6512 2 ай бұрын
I'll add that, to a small extent, there was indeed an official critical hit system in 1e in the form of certain magical weapons. Even a low level character armed with a vorpal blade could waltz into the tulgey wood, slay the Jabberwock with a single lucky attack roll, and then come galumphing back while Gygax himself applauded the victory.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
@@kathykoenig6512 That's more down to the properties of vorpal swords and swords of sharpness than a critical system. Is it a system, when it includes only two very specific extraordinary magic items?
@thegameshowau
@thegameshowau 2 ай бұрын
Super interesting video, and I like how to highlighted what a round/hit was in d&d. Initially, coming from 5e, I found the concept of a one minute round odd, but the explanation in the 1e/2e DMG makes perfect sense. With respect to criticals, in my 2e game, I've merely used a roll of nat20 as denoting maximum damage on the dice roll, indicating luck. But you have explained the flawed logic to that quite well. However, I find that the critical roll is, for a table entertainment value, pretty fun in the surprise/excitement factor (and monsters get it too). I wonder, what do you think of DCC's implementation? A roll of 20 is a crit, but you then roll on a crit table specific to your class, and the die you roll is determined by your level (i.e. skill). So a first level warrior would roll a d4 on the warrior crit table, while higher levels would use a d8, d20, d24, etc. (with the deadlier results being higher on the tables). DCC also has a similar system for fumbles, but in reverse.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
This is why the 1st Ed. DMG is still an important book - it is filled with examples where Gygax doesn't just present rules, or merely show how to use them - he breaks them down and explains why. It's good that you enjoy crits at your table - as I said in the video, there's nothing essentially wrong with using them in D&D (despite Gygax's misgivings) - I just rail when they are injected into the game under some pretence of adding realism, which just shows a lack of understanding, in my opinion. DCC I've read, not played. There's a fair few chunks of it I like - using level as a modifier when rolling for spell effect and so on. I can't say I like or dislike its crit methodology as yet - I haven't pulled it apart enough or tested it at the table. Watch this space, though - I'll get to it eventually.
@davidbrennan660
@davidbrennan660 2 ай бұрын
Good video. Many of those points play on my mind at times when I dream beyond this Waking World.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
That sounds like a shamanistic journey into the plane of contemplation on game mechanics!
@rattlinbones
@rattlinbones Ай бұрын
Fun video. You raise a lot of good points about Dungeons and Dragons. I often find myself shaking my head when told about the various homebrew complexities people add into their games. It, more often than not, is not the right sort of game for them. I wholeheartedly agree with Gary Gygax's original sentiment (Runequest bashing aside). However, this said, there is a fairly simple fix to the critical systen used by 5e, as presented by Pathfinder. (I'm not a pathfinder player, this is one of the few rules I'm familiar with.) In Pathfinder, rolling ten above the target number nets you a critical hit. It overcomes the DnD problem of a constant five percent chance to critically hit. It also means that classes will more often score critical hits in areas they're already skilled in. I believe that spells have enhanced effects should you score a critical hit, beyond rolling more damage, but I couldn't tell you any specific examples.
@WillyMuffinUK
@WillyMuffinUK Ай бұрын
Makes it based on skill (I.e. target) etc. Which is much better than randomly slapping rules down without thought about how they domino with the rest of a system.
@BarnerCobblewood
@BarnerCobblewood 2 ай бұрын
@WillyMuffinUK Thanks for the overview. This is will really help me when I'm discussing what rule system to use, or explaining the rule system to new players. Really appreciate it. And I agree with your assessment of what happened with D&D after 2e. I'm mostly a RM player, who started with AD&D. But as I've gotten older I appreciate more the abstraction of AD&D, which I think of as playing decisions and situations rather than personalities and events, but this goes along with no longer seeking in play. Anyway, two questions, if you have time: 1) I wonder if you have any experience with The Riddle of Steel? I recall being very impressed with its combat system, but have never met anyone else sufficiently simulationist to try it out. It's one of the few that seemed to me to deliver a visualisation-benefit for the complexity that these kinds of systems bring to the game. 2) In RM, at least as I play it, combat mechanics at the table pretty much amounts to 2 rolls, both of which can explode, but that happens rarely. I'm considering switching to BRP, in part because of your love for the game. What is the table mechanic for combat there? Last a request: Please consider doing something similar with magic systems.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
I haven't heard of The Riddle of Steel. Given it has a very Conan-esque name, I'll have a hunt for it! BRP combat amounts to three rolls - attack (on the part of the attacker), Dodge or Parry (on the part of the defender, if they are able), and damage. Damage is only rolled if avoiding the attack fails. A Special adds a second damage dice roll. There's no table lookup, except when it comes to modifiers that might affect rolls. No tables, because skill is represented directly as a percentage chance to succeed (e.g., 40% longsword skill). I hope that answers your question!
@BarnerCobblewood
@BarnerCobblewood 2 ай бұрын
@@WillyMuffinUK Reply keeps disappearing. Maybe third time is the charm. Thanks for the reply. Might be interesting to post about how long a round takes in different systems, and what that means regarding waiting time for individual players.
@BarnerCobblewood
@BarnerCobblewood 2 ай бұрын
@@WillyMuffinUK About TROS, it's out of print, but there are copies around in various places. It's supposed to be a realistic system, so I'd like to hear what your opinion on it would be.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
@@BarnerCobblewood KZfaq is sometimes weird... I had to cover round length in my archery in RPGs video - basically, how it correlates (or not) to rates of fire. Might be an idea to do something specifically focused on it, though!
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
@@BarnerCobblewood I will hunt :)
@jamesrickel3814
@jamesrickel3814 2 ай бұрын
This was very great I like how deep you went. I wonder what you think of Exploding dice. I ask because my system uses two exploding dice. You can effectively roll a million in that case.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
You need to be careful with exploding dice, as the odds of rolling huge damage for a dagger are greater than for weapons that should (due to larger damage die size) inflict more damage. Rolling a 4 on 1d4 is 25%, rolling a 10 on 1d10 is 10%... But again, if it works at your table and you have fun with it - enjoy! I am a fan of open-ended resolution rolls, though. Rolemaster uses these in core, but it works for D20 resolution, too. Basically - roll unmodified max on resolution die, roll again and add (a la exploding dice). You can work it at the low end, too - roll unmodified min, roll again and subtract. Once you're done rolling, add mods and see if you hit, or saved, or whatever. In quite a few ways, that's better than an auto hit/miss on 20/1, and is a better place (IMO) to use exploding dice methods.
@jamesrickel3814
@jamesrickel3814 2 ай бұрын
@@WillyMuffinUKIll send more of my system your way. But I am doing hit points just as a running total of damage, that is later saved against. The save check uses your hit points as a target number with every 7 points below giving a death marker. If you get 3 your character is unconscious and 5 death. If you roll 7 above you can subtract the death markers.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
@@jamesrickel3814 Sounds convoluted, but that just may be my read of your summary. I look forward to reading more!
@Tjrush-rm4jj
@Tjrush-rm4jj 2 ай бұрын
Good video. I was thinking about this very subject the other day. I think there was a splat book for 2nd edition AD&D that attempted to address this issue: Weapons & Tactics? If you rolled more than 5 above your thaco, you scored a critical.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
Combat & Tactics - one of the Player's Options series. It's mainly been a problem that every critical system thrown at D&D has just felt tacked-on and out of place, and unnecessary. Mileage varies, of course.
@filiuscanis2413
@filiuscanis2413 2 ай бұрын
When it comes to Runequest and Rolemaster. Which do you prefer over the other and why? I personally still play Runequest 3 Avalon Hill in my medieval fantasy games because I like the level of realism and complexity RQ3 provides. When compared to Rolemaster the complexity and trouble of having to print out and laminate sheets of weapon and spells tables just isn't worth it, in my opinion, for your attack roll to hit the orc's forearm causing him to bleed 1 hit per round instead of taking 1d8+1 damage minus whatever armor he was wearing. I will admit however I do like the spell point system, magic being divided into various laws and the splendid amount of choice offered by the skill system.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
For RQ, I started with RQ3 (which is why my review videos of RuneQuest editions begins there). I'm currently enjoying RQ: Roleplaying in Glorantha (latest edition from Chaosium) - it's very tied to Glorantha, though. The current edition of Basic Role-playing is, however, the best it's ever been, in my opinion. I'm also having fun going retro with SoloQuest and RQ2 - but again, very Glorantha. So in answer there, my favourite RuneQuest edition is probably RQ3, but when I use non-Glorantha RuneQuest-like rules in my games, I tend to go for Basic Role-playing rather than any edition of RuneQuest. For Rolemaster, I like both RM2/Classic and RMSS. I tend to use the Classic core rulebooks combined with RM2 Companions etc. - at this point, my RM2 books have been thoroughly played with and deserve the rest. RMSS I consider a separate game, in the same way that AD&D and D&D are - familiar, but not the same. I prefer the RMSS version over the RMFRP iteration of it simply because I prefer the way the RMSS books are organised. Regardless of edition, it's the magic system that attracts me to RM, too. Related spells collected into lists that are then learned as a character progresses appeals to me - it's like a wizard slowly getting to understand a big grimoire of, say, fire-based spells. In fact, my own house rules take a Basic Role-playing base, but arrange related spells into grimoires that a spellcaster then learns - the character develops skill for a grimoire, and the spells within that grimoire are of increasing difficulty. In essence, it's a tweaked mash of RuneQuest and Rolemaster concepts.
@jamesrickel3814
@jamesrickel3814 2 ай бұрын
Oh just on AD&D there do actually have a point there is a rule in the DMG that 1 in 2 attacks are to the head by intelligent attackers and 1 in 6 by non intelligent attackers pg 28
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
Yes, something I forgot - you're not the first to point it out 😉 Thanks, though!
@dvosburg1966
@dvosburg1966 2 ай бұрын
What, how dare you tell them that they are not doing anything wrong.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
Darn libertarian of me!
@SageMasterRPG
@SageMasterRPG 2 ай бұрын
While I liked your video, you made some mistakes with Rolemaster. Rolemaster has hits, not concussion hits. There are puncture and slashing attacks that can cause a PC to lose a certain number of hits per round for a certain amount of rounds. PC's can bleed to death in Rolemaster combat. A helm adds to the DB of the PC as well. DB is for the whole body and if it protects some part of body it is added to the DB. So a PC could have a +50 mithril helmet it is added to the DB total value.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
On Hits/Concussion Hits - see RMC Character Law, p11. Yes, the results of certain criticals and effects that can cause bleeding, that is represented by loss of Concussion Hits (or, just Hits - they are the same thing). The wound is one thing (usually from a critical), the effect is another (sometimes measured in terms of Concussion Hit loss - either an immediate amount, or an amount over a period of time). Yes, characters can bleed to death, and sometimes the cumulated bleeding from several critical effects can be devastating. I forgot helms count towards DB. Thank-you for adding that.
@SageMasterRPG
@SageMasterRPG 2 ай бұрын
@@WillyMuffinUK As I was saying, we only call them hits. Please don't rule lawyer me, there are 6 editions of Rolemaster. You separated D&D into it's different editions, but only used one edition to represent Rolemaster. We only separate the hits when it come to healing, because concussion hits and bleeding hits heal at different rates. Damage from disease can be recovered faster with the right medications.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
​@@SageMasterRPG No attempt to rules lawyer you was made prior to you attempting to rules lawyer initially. Your comment noted that I made mistakes with respect to Rolemaster - I acknowledged the element you picked up that I had omitted regarding helms, and returned the correction favour regarding concussion hits. The term "concussion hits" exists in every edition of Rolemaster from 1st through to Unified - whether you're using 1, 2, Standard, FRP, Classic, or Unified, the terms "hits" and "concussion hits" are interchangeable within the rules. Each of those editions uses OB, DB, AT, and the terms Concussion Hits and Hits in exactly the same way - there was little point, for the purpose of this video, in separating editions of Rolemaster out, but for clarity I specified RMC. A similar argument applies to RuneQuest - RQ1, RQ2, RQ3, and RQ:AiG are all similar enough to warrant lumping together with one stated representative - in that case, RQ:AiG. MgRQ1 & 2 and its offshoots are a little different. However, for D&D and the purpose of this video, separation needed to be made, as - unlike RQ and RM - there are editions of D&D that have no critical mechanism at all, and there are editions that do. I took a sample edition from each column for the purpose of each comparison. For Rolemaster, hits recover at the same rate, regardless of source (although recovery rate differs slightly, depending on edition). Injuries - including bleeding - heal separately to that, and different methods reduce or negate the effects imposed by an injury (action penalty, hits/round, breaks, organ damage, etc.). You can heal bleeding injuries of "x hits per round" - it stops or lowers the rate of bleeding, it doesn't restore the hits. With respect to disease, you're healing the disease - and diseases generally come with specific effects, usually represented by a penalty to action rather than hit loss. Regardless, the video's scope was not a detailed dive into each of the four systems, but a comparison between two well-known systems that are constructed with critical systems at their core (RQ and RM), a system that has no critical system at core (AD&D), and a system that has a bolt-on, simple critical system that makes little sense beyond being of a "reward for high roll" game mechanic (D&D 5E). When you note "we only call them hits" - who's we? Certainly not the rulebooks and their authors, and not every Rolemaster gamer. I can directly attest to that. Similarly, the rules themselves don't separate bleeding and concussion hits. Hits are hits, bleeding is an effect that causes hit loss per round. I'm interested in hearing what edition of Rolemaster you're playing, and where within that edition the separation of hit reduction from different sources is recorded?
@SageMasterRPG
@SageMasterRPG 2 ай бұрын
@@WillyMuffinUK I didn't recite book and page, you did. Thus you tried to Rule lawyer me.
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
@SageMasterRPG **sigh** if you say so. I was simply providing source for my correction of your correction. It's common to cite source. There's an example right in the comments here - @elliotvernon7971 gave me a correction and citation for it on helmets in AD&D. The difference is what you do with that. You can get upset and call it "rules lawyering" - or, you can look up the citation and see if there's anything you missed. In @elliotvernon7971's case, I did exactly that, and thanked him for the correction - it's something I'd missed that should have been mentioned in the video. When you're playing at a table, and a player starts dragging the game out by citing rules etc. - that's rules lawyering, and it gets in the way of game play. But, that's not where we are - we're discussing and comparing the rules of various games, so page and book references are very relevant - as they would be in any forum of discussion. What isn't acceptable in such a forum is "you're wrong, because we houserule it like this". On that, @Tjrush-rm4jj gives a good example. Here, he understands the comparison, but puts forward that he enjoys the houserule crits his table uses and why. All cool with me. I'm not really sure where to go from here with you. You don't seem to be familiar with common terms used within Rolemaster or how some of its systems work, so... Sure, the helmets note - that was appreciated and was something I'd missed, but what you've put forward so far on concussion hits, hits, bleeding, and healing is - well, not from the page of the game, shall we say.
@magdalenavalentinastegaru8531
@magdalenavalentinastegaru8531 2 ай бұрын
They tried to remove critical hits in ONE D&D play test, but everybody, including me, voted to keep the critical hits. We kept our epic moments, but placed the burden on the DM to find narrative sense and keep the encounter balanced . .
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
That's cool - you enjoy them. But as you say, it takes additional overhead to make sense out of them.
@stevenkennedy4130
@stevenkennedy4130 2 ай бұрын
WFRP has a better combat system than AD&D, IMHO. Thanks for the share!!
@WillyMuffinUK
@WillyMuffinUK 2 ай бұрын
Ah, now I'm not judging systems to be better than each other - at least not in this particular video!
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