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Subject: Critical Hit with a Fireball

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Vrecknidj
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09/21/2007 7:39 PM  
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From Rich Baker's Blog:

A brief playtest note from last night's game, DM'd by Dave Noonan: I rolled not one, but *two* critical hits with fireball attack rolls last night. The second actually one-shotted a tough troglodyte skirmisher; just smoked him outright, full hp to dead in one go. Oh, and I had a great initiative roll, so it was the very first thing that happened in the fight. Hee hee hee! Scoring criticals with attack spells is *fun.* My warlord/wizard sure feels like he kicks some butt!

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09/21/2007 8:21 PM  
Sweet. Always felt it was unfair. :)


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09/21/2007 9:42 PM  
I do like the idea of critical hit with a fireball.

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09/21/2007 10:09 PM  

This seems to suggest that saving throws will be like the Star Wars Saga system. Rather than you rolling a saving throw against a DC the spell or affect rolls against the set saving throw number.

I had mixed feelings about that aspect of Star Wars.

 


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09/21/2007 11:48 PM  
Posted By Corim Danex on 09/21/2007 9:42 PM
I do like the idea of critical hit with a fireball.


Hmm... a Magic attack roll perhaps, with the targets AC based on magical bonuses and their wisdom bonus?

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09/22/2007 2:04 AM  
My bet is on SAGA -like reflex defence. It was stated that designers wanted to give the joy of success of grenades etc. for acting players; So if fireball misses, it deals half damage (except for those with evasion), if it hits, it deals full damage. This makes crits and crit misses possible. Attack roll is compared to each opponent's defence separately.

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Vrecknidj
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09/22/2007 7:01 AM  
I don't know exactly how this will work. Maybe the wizard casts a fireball and rolls a d20, adding some modifiers. That roll then is compared to the Reflex Defense numbers of each critter within the area of effect. Those whose Ref Defs are higher take half damage (or none with evasion), those whose Ref Defs are lower take the full fireball damage.

I'm guessing a spell like cloudkill will roll against Fortitude Defense, and a mass suggestion will roll against Will Defense.

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09/22/2007 9:32 AM  
So, the fireball could crit on one person in the area of effect and on none of the others? That kind of makes sense. It is interesting.

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09/22/2007 7:34 PM  
Crit with a fireball is interesting, something i've always done for spells that require an attack roll, but I really hope they're not replacing the saving throw. A part of me very much thinks that they're leading all of the "Sacred Cows" to the slaughter just because they can, like at some point it ceased being about "How can we make this better" and changed to "How can we change this enough to justify new books."
Only time will tell, but in the meantime, speculation is all we have.

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09/22/2007 9:00 PM  
Saving throws are ok, but it ends being pretty much the same when a character has high defenses. I'd prefer saving throws to go.


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09/23/2007 5:35 AM  
Hits like this are indicative of the Rolemaster system...there, any offensive action requires an attack roll, bolt spells, ball spells, weapons, etc...you can "critically hit" with a spell in that system too...interesting...

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09/23/2007 8:57 AM  
Posted By greyhaze on 09/22/2007 9:00 PM
Saving throws are ok, but it ends being pretty much the same when a character has high defenses. I'd prefer saving throws to go.


 I would much rather the roll for 1/2 damage or to get through metal resistance or whatever be made by the player as opposed to the DM doing to-hit rolls and doling out results. It lets a player feel a tad more in control of his PCs fate when he's the one slinging the dice.

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berus316
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09/23/2007 4:18 PM  
I like the idea... and I really like Vrecknidj's theory... that would be great and speed up things nicely. It might feel like you are taking away some rolls from the PCs but it would be quick and neat.

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Adelaide

09/23/2007 4:21 PM  
Posted By Shottglazz on 09/23/2007 5:35 AM
Hits like this are indicative of the Rolemaster system...there, any offensive action requires an attack roll, bolt spells, ball spells, weapons, etc...you can "critically hit" with a spell in that system too...interesting...


It is something I quite like about role master too. (plus the crits are often so much dealier).

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I often make the players roll the save against spells for the bad guys as it embiggens them.


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09/24/2007 10:54 AM  
Posted By Wraithborne on 09/23/2007 8:57 AM
Posted By greyhaze on 09/22/2007 9:00 PM
Saving throws are ok, but it ends being pretty much the same when a character has high defenses. I'd prefer saving throws to go.


 I would much rather the roll for 1/2 damage or to get through metal resistance or whatever be made by the player as opposed to the DM doing to-hit rolls and doling out results. It lets a player feel a tad more in control of his PCs fate when he's the one slinging the dice.

Actually, since the players would be making the attack rolls against the critters instead of the latter making saving throws, the players would be "in control" of as many rolls as they are with the present system.  I.e. with the current system, players roll their own saving throws and critters roll their own saving throws; with the new system, players roll their own attack rolls and critters roll their own attack rolls. It's simply a switch between offensive rolls and defensive rolls.

If you're fond of players rolling more often then not, I recommend looking at the "players roll all the dice" variant rule from Unearthed Arcana that you'll find here http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedRolls.html (mod, please include as a link if you happen by this post, thnx!)

We've started using this variant rule in the last couple of sessions, but only had a short battle so it's still mostly untested. I like the idea myself.

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09/24/2007 3:07 PM  

I don't know how defenses or saves are done, but I like either one. Played 3.5 extensively, and I currently play a Saga game. Either works for me.

 

But critting with spells sounds AWESOME!


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09/24/2007 3:32 PM  
hmm... like the rest of 4e im kinda neutral

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09/24/2007 4:57 PM  
Posted By Skyscraper on 09/24/2007 10:54 AM


If you're fond of players rolling more often then not, I recommend looking at the "players roll all the dice" variant rule from Unearthed Arcana that you'll find here http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedRolls.html (mod, please include as a link if you happen by this post, thnx!)




My mod stick doesnt work in here but high lighting and control+k works http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedRolls.html (& yes it should _just_ do it anyway)

~

Excellent link BTW. Likethe idea of using the bell curve 3d6 varient. I might try it.

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09/24/2007 10:15 PM  
Saves need to stay... stop dumbing down things that are already as simple as they can get!

I mean, its not like we have saves vs. rod, stave, want, pet and poly, BW... remember that???

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09/24/2007 11:46 PM  
I think I like it myself. I also have a feel that attacker makes rolls -approach will work better in Skirmish game too!

Right now, attack roll would be spell level + ability (+ spell focus/misc) and defence would be save +10 or 11.

Still, we're not sure yet if it works this way, but the bets are really on it.

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09/25/2007 4:28 PM  
{grin} save + 10 reminds me of working out Thac0

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09/25/2007 7:31 PM  
I like it- it simplifies the game by removing unneseccary delays while still essentially accomplishing the same thing. Instead of having to hand the metaphorical dice back and forth all the time (OK Bob, I cast fireball, roll reflex. Well Bill, I got 15, OK Bob, that's half damage, so you take 8) all of the action is done by the, well, acting player (OK Bob, I cast fireball, got a 16 and rolled 16 for damage, how much do you take?) Seems far more elegant to me, and much more in keeping with the mechanics for attacks as well, cutting down on the stuff to know, which I find appealing to some degree.

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09/26/2007 5:46 AM  
I agree with WNG, it does seem to be more elegant. I have often found playing a spellcaster to be a bit boring... I cast command, what happens? It feels like they are out of the equation, making caster rolls seems to correct that. Though I do know that some players love being able to save themselves with a good roll, ie a 20 on a WILL save or some such which might go missing with this change.

I lean towards elegant and quicker as of right now...

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09/26/2007 6:55 AM  
Critting with non targetted spells is certainly a departure. Should be fun when that fireball pops for double damage.

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09/28/2007 7:59 PM  
As a guy who almost always plays a spellcaster, this is some fun news.

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09/28/2007 11:45 PM  

Cannot stand the idea. A spell is a spell. If you want to roll an attack with it then cast a spell which requires an attack roll. The amount of damage that can be done with a critical fireball/any mass destruction spell is staggering and quite ridiculous. I would say that if they're going this route, then consider the critical miss and dropping the fireball at your feet for double-damage. See how many people will like the idea after that happens a couple of times.


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09/29/2007 12:59 PM  
Interesting that they'll make less dice for rolls like spells (to reduce variance) but increase crit capability (which increases variance)

However, the latter is all bonus, while the former is a zero-sum-equation variance.

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