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 Critical hits – easy fix (?)

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wyldhunt
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PostSubject: Critical hits – easy fix (?)   Critical hits – easy fix (?) Icon_minitimeSun 24 Jan 2010 - 2:00

Maybe this is not good, I haven't play tested it, but what if you only got a critical hit if your rolled sixes when to hit as well as to wound. So if you get a six when trying to hit, and than role this again, and get another six you have scored a critical hit. The number of critical hits would be far less (though I wonder, is this a to harsh interference?).
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wyldhunt
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PostSubject: Re: Critical hits – easy fix (?)   Critical hits – easy fix (?) Icon_minitimeSun 24 Jan 2010 - 3:20

Since we greatly simplified Critical Wounds, and always felt a hit roll of 6 was wasted, we've fully implemented a Critical Hit system. A Critical Hit happens on an unmodified roll of 6. We assigned a Critical Hit Effect to each weapon. We've used this system in 8 scenarios so far, and so far it's working. However, we'll want to playtest it for at least a full campaign to see what we fully think about it. If you want to review this system (especially the Critical Hit Effects), look through my Mordheim Revision at http://sites.google.com/site/wyldhaunt/games-workshop/mordheim (especially the Equipment section).
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PostSubject: Re: Critical hits – easy fix (?)   Critical hits – easy fix (?) Icon_minitimeMon 25 Jan 2010 - 10:58

Popmouth

We have used you suggestion for years, and it works fine. There are critical hits in about every game, but rarely enough for it to be spectacular when it happens.
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PostSubject: Re: Critical hits – easy fix (?)   Critical hits – easy fix (?) Icon_minitimeMon 25 Jan 2010 - 13:56

as much as i dislike the fact, critical hits are so common, and so destroying many other sections of the game, such as armour...

if you make critical hits less common, you will get less "out of action rolls"
so in turn, slow the game massively... the fact the crit hit is there, makes the game more fun, and more more speedy.

reducing the power of critical hits would be another option,
like on a 1-4 you still get armour saves, would be an easer solution.
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PostSubject: Re: Critical hits – easy fix (?)   Critical hits – easy fix (?) Icon_minitimeMon 25 Jan 2010 - 17:55

That is a really good point actually, I wouldn't want to slow down the game...
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PostSubject: Re: Critical hits – easy fix (?)   Critical hits – easy fix (?) Icon_minitimeSat 6 Feb 2010 - 15:27

In our group, we have been modifying the table for criticals like this:

(1-2) +1 to the roll for injuries
(3-4) +1 to the roll for injuries, -1 armor save modifier
(5-6) +1 to the roll for injuries, no armor save allowed


That seems to have taken care of the problem pretty well.

Perhaps we'll change the table to something like (1-3), (2-5), (6), but right now the above seems to work, at least for us.
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PostSubject: Re: Critical hits – easy fix (?)   Critical hits – easy fix (?) Icon_minitimeSat 6 Feb 2010 - 20:08

This is a charm:

Critical Wounds

If you roll a natural 6 to wound then you have
caused a critical wound. A critical wound is
doubled to two wounds.
• Enemies take armour saves as normal
however, they must roll separately for
each wound.

• If the attacker needs dice rolls of 6 to
wound his target he cannot cause
critical wounds.
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http://www.indadvendt.dk/mordheim/
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PostSubject: Re: Critical hits – easy fix (?)   Critical hits – easy fix (?) Icon_minitimeSun 7 Feb 2010 - 17:31

Or else, Critical hits always gives you +1 to injury, no more, no less. Allowing any armour saves ofcourse!
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PostSubject: Re: Critical hits – easy fix (?)   Critical hits – easy fix (?) Icon_minitime

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 Similar topics
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» Critical Hits
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