idea for a better critical hit mod
Posted: Wed Aug 14, 2019 8:23 pm
I was asking myself how critical hits could be done in a non-game breaking way. So I came up with this idea. Scrap the current bonus to hit system. instead Crits work like this:
there is a standard success check to see if the skill is applied. On success the PC rolls normal damage. the PC then gets a second roll that is multiplied by 1/100 of the skill, the result rounded up to the nearest whole number.
So at a skill of 50 half the time you will damage1 + (damage2 x .50)
At a skill of 100 all the time you will damage1 + damage2
I strongly suggest not just multiplying damage1 by .01x skill as this will flatten out the results curve
there is a standard success check to see if the skill is applied. On success the PC rolls normal damage. the PC then gets a second roll that is multiplied by 1/100 of the skill, the result rounded up to the nearest whole number.
So at a skill of 50 half the time you will damage1 + (damage2 x .50)
At a skill of 100 all the time you will damage1 + damage2
I strongly suggest not just multiplying damage1 by .01x skill as this will flatten out the results curve