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Imho the change of Mythic Improved Critical is not the right direction #21

@Predictabowl

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@Predictabowl

I know that balancing Pathfinder tabletop system is a fool's errand (even if is better than D&D 3e, is still way too broken), and I agree that the original Mythic Improved Critical is kind of busted, but the actual version (as of 1.2.10) that add a static amount (albeit random by dice rolling) per attack is very skewed in favor of styles that use many attacks, leaving 2 handed weapons in the dust, and is totally worthless for ray spells.

A better an alternative, I don't know if is possible with the engine, it could make enemy take +25% more damage against the attack that crit (or make him vulnerable, but +50%, is way too much).

Another one would be, instead of a fixed dice (right now is 3d10 per crit point), to take into consideration the base weapon damage, for example 4 times the base weapon dice, so a rapier would be 4d6, a longsword 4d8, a greataxe 4d12, and so on. This won't solve the issue with ray spells tough which would need a lot more than 4d12 to make it viable, without even considering that fixed dices weight a lot more on low level spells (like snowball and scorching rays).

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