Dungeons & Dragons 3.t, critical hits streamlined
As in my previous entry about the 3.t system, I'm trying to make D&D 3.5 play faster. Today's rule revision has to do with critical hits. Right now in 3.5, each weapon has a "threat range" such as 19-20, which means that if you roll a 19 or 20 on a 20-sided die, you are maybe going to do critical damage. To determine if you actually do get critical damage, you roll again. That's a bit convoluted.
The problem? To fix this, we cannot just drop the confirmation roll and say "all critical threats are automatically confirmed." If we do that, then crits will happen much more often and low-level characters will die more often. But if we reduce the damage of the weapons, then we can keep all those crits. That should speed up gameplay without changing the numbers (much), because there is no more rolling to confirm crits. They just happen. It should be more enjoyable for the players, too -- their weapons might do a tiny bit less damage each hit, but they will do critical hits often. So what we're about to do will keep damage roughly the same, but remove an extra dice roll. Ready?
