tag:blogger.com,1999:blog-5255299705122830812.post7893018938072366543..comments2024-03-28T21:13:43.603+09:00Comments on What a Horrible Night to Have a Curse...: Special, Unusual Attacks and Called Shots in Classic D&DDennis Laffeyhttp://www.blogger.com/profile/03053699552003336733noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-5255299705122830812.post-75764008273315094302010-02-08T12:18:12.039+09:002010-02-08T12:18:12.039+09:00Yeah, I know. But it's another role, and only...Yeah, I know. But it's another role, and only in certain situations. <br /><br />Anyway, the important thing is the idea that if I want my fighter to try to pull his cloak over the eyes of the orc captain, I just make a normal attack. If I hit, the orc captain's player (the DM in most cases) would decide if it happens, or damage is taken. <br /><br />But if the hit roll is a "crit" however that's determined, then the DM has no choice, the orc captain is blinded and entangled by my cape.<br /><br />Vice versa if the orc captain wants to do something unusual to my fighter.<br /><br />I could add in the confirmation roll, but having everything on the normal attack roll saves time.Dennis Laffeyhttps://www.blogger.com/profile/03053699552003336733noreply@blogger.comtag:blogger.com,1999:blog-5255299705122830812.post-15339551315511809692010-02-07T21:34:30.830+09:002010-02-07T21:34:30.830+09:00At the risk of getting lynched for suggesting some...At the risk of getting lynched for suggesting something from 3E, the confirm-to-crit solves the problems you present. Basically, on a 20 (or sometimes (19-20) you make another attck roll. If the second roll would have been a miss, this is just a standard attack. However if this one would have been a hit as well, you crit. Downside is that you have to introduce another die roll, but it does solve the problem of scaling the crits. Also, having every natural 20 make a crit does seem a bit high IMO.<br /><br />HavardHavard:https://www.blogger.com/profile/03672640381532559035noreply@blogger.com