New Critical Hit Process
All Damage Die Rolls of a 6 have a chance of a Critical Hit, which are the normal rules. The change is that you must re-roll any Critical Hit Die to see if the hit is really a Critical hit. You must roll a 6 on all for your Critical hit re-roll die. This is modified per below:
Double Damage +1
Triple Damage +2
Quad Damage +3
Precise +1
Accurate +1
Weak -1
All modifiers are cumulative but the maximum modifier is a +5. If you do not roll a modified 6, then treat as a normal hit. If you roll a unmodified 1, then treat as a normal hit.
Example: A G’Quan fires it’s main beam, which is Double Damage at a Primus. After all the rolls the G’Quan ends up with a total of 7 hits. The Narn player now rolls to see what type of hits they are. They roll a 1, 2, 4, 5, 5, 6, & 6 for a total chance of 2 critical hits. They now roll the 2 Critical Hit dice with a +1 modifier. The final roll is a 3 and a 5 or a modified roll of 4 and 6 for 1 normal hit and 1 critical hit. The Narn player now rolls the 1 critical hit die on the Critical Hit table.
This will allow any weapon to have a chance for a Critical hit, well maybe not Weak. This will hopefully reduce the number of Critical Hits that seems to ruin more games that I care to think about. If the re-roll is too high, then it can be lowered to a 5. We have also talked about modifiers for AP and SAP, but this is already factored in the To Hit Die Rolls. We have also talked about a D8 instead, but it’s just talk.
This is just an idea. Give it a try before cutting it too poeces We plan on testing it out sometime in the next week or so.
All Damage Die Rolls of a 6 have a chance of a Critical Hit, which are the normal rules. The change is that you must re-roll any Critical Hit Die to see if the hit is really a Critical hit. You must roll a 6 on all for your Critical hit re-roll die. This is modified per below:
Double Damage +1
Triple Damage +2
Quad Damage +3
Precise +1
Accurate +1
Weak -1
All modifiers are cumulative but the maximum modifier is a +5. If you do not roll a modified 6, then treat as a normal hit. If you roll a unmodified 1, then treat as a normal hit.
Example: A G’Quan fires it’s main beam, which is Double Damage at a Primus. After all the rolls the G’Quan ends up with a total of 7 hits. The Narn player now rolls to see what type of hits they are. They roll a 1, 2, 4, 5, 5, 6, & 6 for a total chance of 2 critical hits. They now roll the 2 Critical Hit dice with a +1 modifier. The final roll is a 3 and a 5 or a modified roll of 4 and 6 for 1 normal hit and 1 critical hit. The Narn player now rolls the 1 critical hit die on the Critical Hit table.
This will allow any weapon to have a chance for a Critical hit, well maybe not Weak. This will hopefully reduce the number of Critical Hits that seems to ruin more games that I care to think about. If the re-roll is too high, then it can be lowered to a 5. We have also talked about modifiers for AP and SAP, but this is already factored in the To Hit Die Rolls. We have also talked about a D8 instead, but it’s just talk.
This is just an idea. Give it a try before cutting it too poeces We plan on testing it out sometime in the next week or so.