Not a fan of the change to Critical Hits, though in some ways I am conflicted. Generally I believe Critical Hits bring a greater sense of excitement to both sides of the table, and more so to the Players Obviously. Players will almost always do greater damage with their Crits, while a Monster Crit can really make the Players sit up and notice or otherwise change the flow of battle. Simultaneously, I remember when I first came in and saw someone doubling the dice on a high level Rogue's sneak attack. So, I'm a little split. Even if I never get indoctrinated into 6e, there's always the possibility of Rules chnages I can accept as House Rules. For example, it is nice to see there's an official agreement that, just like Attack Rolls, Saving Throws can also generate Automatic Successes and Fails.
You want the game to be boring and easy? Then sign up for 6e UA where the DM can't kill you even if you want him to and combat is more boring than any other activity known to man. DMs could just do the math and skip combat all together from now on since rolling the dice doesn't really make a difference unless you roll 1s. As far as everyone saying that this isn't a bad thing, I feel sorry for all the DMs that want to lose those over the top reactions that come from Critical Hits. Because with this new system, Nat 20 attack rolls will no longer be celebrated by all classes. Some players will hate it and some will love it because this weapon only crit(I know unarmed strikes with damage dice are included but that is just monk weapon attacks) divides your player base into classes that are losing damage from this and those who are not. At the end of the day, regardless of how you feel about it, you have to admit that the change to crits will cause problems when one player can crit and another cannot based on what they like to play.
True the play test rules take the crits away from monsters but it also effectively takes it away from player too. No spell crits and weapon crits only being the weapon die makes crits not a big deal for players either.
in the context of the new crit rules it makes sense that monsters wouldn’t crit. Monsters often have multiple damage dice in their attacks. So doubling that is way more devastating than just doubling the weapon die.
It's one more degree of separation between PC's and PC death. Current zeitgeist of the game dictates the 5e crowd largely care more about imitating Critical Role by acting more as a form of improv theater than treating it as an actual game with realistic fail states, so WotC are simply leaning into what the current fanbase seem to want. Sucker-punch monster crits are lethal, ergo on the potential chopping block unless people voice disdain otherwise.
Seeing how this is just he beginning of UA. Maybe we get improved monster stats for the characters. If not then there still is a lot on the table for the dungeon master to play with I think.
While the critical dmg is taken away why not get creative and lean heavy into those recharge ability.
I think this will bring more of a balance to the characters like the Rogue and Paladin and prevent the huge one shot kill moments they can have. I think through play testing the final thoughts will come through. I know in my next session I will be playing with these UA rules to test them out.
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I have been interested in seeing what they replace the Grave Cleric's sentinel at death's door with.
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Not a fan of the change to Critical Hits, though in some ways I am conflicted. Generally I believe Critical Hits bring a greater sense of excitement to both sides of the table, and more so to the Players Obviously. Players will almost always do greater damage with their Crits, while a Monster Crit can really make the Players sit up and notice or otherwise change the flow of battle. Simultaneously, I remember when I first came in and saw someone doubling the dice on a high level Rogue's sneak attack. So, I'm a little split. Even if I never get indoctrinated into 6e, there's always the possibility of Rules chnages I can accept as House Rules. For example, it is nice to see there's an official agreement that, just like Attack Rolls, Saving Throws can also generate Automatic Successes and Fails.
You want the game to be boring and easy? Then sign up for 6e UA where the DM can't kill you even if you want him to and combat is more boring than any other activity known to man. DMs could just do the math and skip combat all together from now on since rolling the dice doesn't really make a difference unless you roll 1s. As far as everyone saying that this isn't a bad thing, I feel sorry for all the DMs that want to lose those over the top reactions that come from Critical Hits. Because with this new system, Nat 20 attack rolls will no longer be celebrated by all classes. Some players will hate it and some will love it because this weapon only crit(I know unarmed strikes with damage dice are included but that is just monk weapon attacks) divides your player base into classes that are losing damage from this and those who are not. At the end of the day, regardless of how you feel about it, you have to admit that the change to crits will cause problems when one player can crit and another cannot based on what they like to play.
True the play test rules take the crits away from monsters but it also effectively takes it away from player too. No spell crits and weapon crits only being the weapon die makes crits not a big deal for players either.
in the context of the new crit rules it makes sense that monsters wouldn’t crit. Monsters often have multiple damage dice in their attacks. So doubling that is way more devastating than just doubling the weapon die.
It's one more degree of separation between PC's and PC death. Current zeitgeist of the game dictates the 5e crowd largely care more about imitating Critical Role by acting more as a form of improv theater than treating it as an actual game with realistic fail states, so WotC are simply leaning into what the current fanbase seem to want. Sucker-punch monster crits are lethal, ergo on the potential chopping block unless people voice disdain otherwise.
Seeing how this is just he beginning of UA. Maybe we get improved monster stats for the characters. If not then there still is a lot on the table for the dungeon master to play with I think.
While the critical dmg is taken away why not get creative and lean heavy into those recharge ability.
I think this will bring more of a balance to the characters like the Rogue and Paladin and prevent the huge one shot kill moments they can have. I think through play testing the final thoughts will come through. I know in my next session I will be playing with these UA rules to test them out.