Supplement Four
Mongoose
The Critical Check has always bothered me in d20 games. It seems to break the "flow" and "rhythm" of an exciting combat.
And, I wonder, why not do it this way? It's the same number of dice throws, but it seems, to me anyway, to make combat flow better, without breaking the rhythum, because you're making an extra attack throw, not a check.
Maybe, in the end, its half a dozen of one, six of another--the same thing to some people. I see a difference, though.
Vanilla way is to roll a natural 20 or a weapon's critical number, then make the critical check to see how much damage to apply.
My thought is to roll a natural 20 or a weapon's critical, then make a second, free attack (like an AoO), at a reduced damage multiplier.
For example: With a simple club, on a natural 20, the weapon does x2 damage if the critical check is made. My way, you'd throw a natural 20, then just get a freebie attack.
Works out to about the same thing, huh?
For example: A primitive war spear does x3 damage if the check is made and a natural 20 is thrown. My way, when a natural 20 is thrown, the attacker gets a second free attack, and if he hits, he does x2 damage.
Again, same results, just a different (more intuitive way, I think) of playing through the critical.
This method I propose shouldn't change anything about the game except Massive Damage. And, in that case, you can either go with the less number of times Massive Damage is checked, or you can simple add the damage from the two attack throws, considering it a quick, one-two, attack routine (in which case, the game is not changed at all).
And, I wonder, why not do it this way? It's the same number of dice throws, but it seems, to me anyway, to make combat flow better, without breaking the rhythum, because you're making an extra attack throw, not a check.
Maybe, in the end, its half a dozen of one, six of another--the same thing to some people. I see a difference, though.
Vanilla way is to roll a natural 20 or a weapon's critical number, then make the critical check to see how much damage to apply.
My thought is to roll a natural 20 or a weapon's critical, then make a second, free attack (like an AoO), at a reduced damage multiplier.
For example: With a simple club, on a natural 20, the weapon does x2 damage if the critical check is made. My way, you'd throw a natural 20, then just get a freebie attack.
Works out to about the same thing, huh?
For example: A primitive war spear does x3 damage if the check is made and a natural 20 is thrown. My way, when a natural 20 is thrown, the attacker gets a second free attack, and if he hits, he does x2 damage.
Again, same results, just a different (more intuitive way, I think) of playing through the critical.
This method I propose shouldn't change anything about the game except Massive Damage. And, in that case, you can either go with the less number of times Massive Damage is checked, or you can simple add the damage from the two attack throws, considering it a quick, one-two, attack routine (in which case, the game is not changed at all).