Critical Hit Table

I would love to see the limiter from Victory at Sea retrofitted to ACTA. All 6 (or 5+ for precise) get a re-roll, on a 4+ they are crits.
 
wkehrman said:
I would love to see the limiter from Victory at Sea retrofitted to ACTA. All 6 (or 5+ for precise) get a re-roll, on a 4+ they are crits.

I would like to see something like this but its not that simple a fix. You have to factor in Masters of Destruction when you mess around with making crits harder to get.
 
Methos5000 is absolutely correct. This kind of change is well beyond the scope of P+P; it probably could not be considered for over 2 years due to the scope and breadth of impact.
 
If changes that big are being contemplated it's a new edition of the game, anyway, and all bets are off.

For my part I'd rather see a new critical table written up for P&P that generally reduces the severity of critical hits. The game is too dependant on them to eliminate ships.
 
I like that critical hits add an element of chance to the game, when I roll a bunch of dice, I set aside my crits, and they mean special math, sometimes great, sometimes not as great. Assuming everything is balanced (when it gets there) crits are what make the dice matter. Its a very small chance of getting those big numbers on the crit table, but that said, I wouldn't mind some kind of crew check before a crit is applied or something, some kind of save to make their impact on larger ships less of a downside to using them.

Whenever I take a Tara'lin, I often wish I'd have just taken four White Stars. I'd love for that not to be the case, but thats more of a Tara'lin issue, and a "crits can ruin your day" issue, than just a crit issue.
 
A few weeks ago we had a good discussion on the problems with the Crit-table.
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?p=522026&highlight=#522026

I hope something will be done to fix it as the crit-resuts is one of the biggest reason why high PL-ships don't work today.

A Warlock for example will suffer about 15 times more crits than a hermes before going down for example, that is a bit excessive as the severity of the crits is linear in regards to PL cost.

As the system works today, a Warlock is just as likley to get a adrift-result as a hermes on a crit and it will do much more damage to get your Warlock adrift than one of your gazillion hermes.
 
To make it clear, it were the Crit-effects I were finding strange. The damage is fine.

A Warlock that have taken half its damage will probably be running adrift and have no weapons in an arc and all sorts of other defects making it quite disabled while a Hermes that also have lost half its damage will probably just have a -2 speed defect that hardly affects it and will probably fight at almost full effect until completly destroyed.
This should not be the case. The effects should be more linear, not to the number of crits but instead more to the PL or percentage of the damage.
 
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