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
idea for a better critical hit mod
- jayhova
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idea for a better critical hit mod
Remember always 'What would Julian Do?'.
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Re: idea for a better critical hit mod
I like it
I suggest a name for the mod: Real Critical Strike
I suggest a name for the mod: Real Critical Strike
- jayhova
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Re: idea for a better critical hit mod
I do like the idea that the luck stat could modify a crit chance of success or the extra damage.
Remember always 'What would Julian Do?'.
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Re: idea for a better critical hit mod
Luck is another thing I don't think was implemented as intended, the description for it is very misleading as the only thing it modifies is hit chance and a small effect on climbing (Still a mystery what the thought process is on that, looking at the code it seemed to have a slight chance on your success chance when trying to climb).
I like you idea of a separate roll for a critical strike occurring and agree that a damage modifier is a more logical implementation of it.
I like you idea of a separate roll for a critical strike occurring and agree that a damage modifier is a more logical implementation of it.