Critical hits

gran_orco

Mongoose
I think that the critical hits are not so devastating as RQ3.
If I score a critical hit and the target succesfully dodges, I do normal damage, even with an impaling weapon. Pfffff :evil:
With RQ3, when my group of players was rolling a critical, they shouted "CRITICAL!!!!", but now the say:"oh, critical hit. Has he dodged?" :? RQ is very light. Eih! But it is great, despite this

Is this correct? Or am I wrong?
 
You are correct. You are not wrong.

Under the Deluxe Rules criticals can be even worse than normal successes in many cases.

What I have found works well is doubling rolled damage, so on a critical a war sword does 2d8 for example. On average damage is going to be about the same as Max (or slightly higher) but the potential for significant damage is there.
 
In my campaign i boost the critical a bit.
Critical roll (even number) as normal rules, critical roll (odd number) as normal rules, but ignore armour also.
E.g. a swordsman with 50% skill roll a 02 or 04 its a normal crit, but a 01, 03 or 05 is a crit which ignores armour.
 
I also use double damage for criticals rather than maximum damage. It's a bit more random but also fun. Do remember that in RQ3 and other BRP, a critical is 1/20 whereas in MRQ it is 1/10 therefore a critical should *not* be as powerful as previously because it happens twice as often.
 
Another simple but functional houserule is to use the actual number rolled as a damage modifier, or to subtract it from armor if you are not using the precise attack rules. This way a 100% fighter can deal really devastating blows with a crit, while a novice that has a lucky shot is more limited.
 
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