It might actually work out if you don't let crits ignore DR, but nevertheless give them a good chance of causing MD.
maybe stage down the weapon dice one step further, so
Light -> 2d4 + Str, crit chance 25%
1H -> 2d6 + Str, crit chance 16,7%
2H -> 2d8 + 1,5xStr, crit chance 12,5%
Doubles are rerolled, and you also multiply your Str bonus by the number of die rolls. Keep the dice exploding. So with a light weapon you have a pretty good chance to roll two doubles in a row (6,25%) and add 3x your Str bonus, damage in this case ~16+3xStr.
What would be wrong with simply allowing an additional damage dice (that does not explode) on a Crit?
However, just adding one damage die of the same size on a crit and exploding anything that comes up, without dropping anything or so, isn't any more complicated either, while being more effective and desirable.
Then it would have to be a different type of die in order to tell it apart from the others
That's not quite right. If you hit 50% of the time, and have a weapon with a critical of 19-20/x2, then 1 in 10 hits will be a confirmed critical.Demetrio said:Given it doubles the Crit range, if 50% of attacks hit on average then a normal 10% crit range means average damage on a successful hit from a d10 weapon is 6.6. With Improved Crit that becomes 7.7 so it adds 1.1 to average damage.
And: given that in Conan very few opponents are crit immune, and hitting them is pretty easy, and crits are really effective due to the MD rule, extending your threat range is _much_ more desirable than in D&D (where half the buggers are immune to crits and it doesn't do much anyway beside dropping the HP counter a bit faster).
This is true, sadly enough. To be honest I have grown more and more disillusioned with how combat works in Conan; what weapon you wield has an enormous impact, the massive damage rules haven't turned out to be as great as I once thought they were, attack and defense scale weirdly, making it way to easy to hit at higher levels... there are a number of things that have actually made me start to consider using a different system the next time I run a Conan game.Ichabod said:To be more explicit in my point, either you build a good combat character or you don't. If you do, crits don't matter as everything you hit dies anyway (well, often enough that the exceptions are trivial, also, this is, btw, why I don't consider Explosive Power worth taking). If you don't, you don't suddenly become fearsome because you critted. You just do marginally more damage which often doesn't mean squat.
I'm not sure having Str multiply when you roll double is a good idea. Haven't run the numbers, but I think what you will end up with is that if you have a character with high enough Str (maybe a bonus of +4 or +5?), then he will actually be doing higher damage on average if armed with a light weapon than with a one-handed one (because his high Str bonus will be multiplied more often). I'm all for making light weapons more powerful, but if high-Str characters start running around with dagger+shield instead of broadsword+shield, then something is a bit off methinks.Clovenhoof said:ad 1:
maybe stage down the weapon dice one step further, so
Light -> 2d4 + Str, crit chance 25%
1H -> 2d6 + Str, crit chance 16,7%
2H -> 2d8 + 1,5xStr, crit chance 12,5%
Doubles are rerolled, and you also multiply your Str bonus by the number of die rolls. Keep the dice exploding. So with a light weapon you have a pretty good chance to roll two doubles in a row (6,25%) and add 3x your Str bonus, damage in this case ~16+3xStr.
Absolutely. I would probably make them two separate, non-connected kinds of points, though; you have Hero points (or Fortune points, or whatever) that you spend regularly and that get refreshed every game session (or every in-game day, or every new adventure), and then you have one or two Fate points that you can permanently spend to avoid death.Hervé said:Maybe Fate Points could be used in two different ways, as in the Warhammer RPG. They can be spent permanently (Fate Points. To avoid death for instance) or spent daily (Fortune Points. To reroll an action). Using this kind of system with Trodax criticals might do the trick.