One thing that I don’t like about
the newer takes on the d20 system are how they handle critical hits.
Never cared for the way the old system did either. It is dangerous as
it can get out of control when a player can improve both the damage
multiplier and the chance of it happening. Actually anything that can
multiply anything one has to be very careful with if they don’t
want it to get out of control. But the new systems take all the fun
out of critical hits so that’s no good either.
An MMO that I have
been playing, Star Trek Online, has an interesting mechanic in ground
combat. Some things have a chance to ‘expose’ an enemy. Others
‘exploit’ an exposed enemy and deal bonus damage. This makes you
try to balance out a team so the enemy is exposed often enough for
the bonus damage, but also that you have the exploit abilities to
take advantage. Anything that encourages synergy between characters
is a good thing in my book so I’m going to steal it.
Some weapons and
abilities will have an ‘expose’ number typically 19 or 20. That
will work just like the old critical threat range. If you roll that
number or higher on your attack you just might expose the enemy. You
make a second attack roll to confirm and if successful the enemy(s)
is exposed until the beginning of your next turn. Others will have an
‘exploit’ number and that is how many bonus D6 dice of damage they
will do against an enemy who is exposed.
This gives me more
options when designing abilities and items. It also gives players
more choices on customizing their character and to focus on this
mechanic if they so choose with feats and such while being difficult
to abuse. Or at least being more fun to abuse as it will be the team
doing so and not just one character.
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