Of course it is, I died to it!Clonkinator wrote:Are you sure this is a good idea?
Oh wait....
Moderator: Developers
Yes, I guess it makes sense from realism's point of view. However, I was more concerned about the reasonability of this mechanic gameplay-wise.Agent of Dread wrote:Well it sort of makes sense, for example if you have a giant battleaxe, and it's heavy, so it's hard to cleave something with it, but when you do, it's quite likely you'll hit pretty damn hard?
So, are you going to always leave a 1% minimum chance of failure for something to happen? For example, an RN of 100 will always miss, an RN that just barely hits will never crit, etc.?Agent of Dread wrote:With the scenario you specified, though, I'd probably not pay the crit if it wouldn't crit if the crit was nine or something.
Well, as far as I'm aware, the system we used to use up to this point worked well enough. That system was to roll another RN for the crit check after you've determined a successful hit. So for example, if you hit with 80 Hit and have 30 Crt, you roll a second RN (from 1 to 100). If it is 31 or higher, it's a normal hit. If it's 30 or lower, it is a critical hit.Agent of Dread wrote:Well you're probably right, but I really don't know any other way to pay crits without making them extremely rare or extremely easy... I'd be happy for you to suggest a system if you want to gain smarm again or something.