Sunday, July 25, 2021

Shorter, Brutal Combats

 

An idea formed after posting and reading comments on one of my vacation videos here.  Rob Couture had the original idea, FYI.  His YouTube comments were lost when merging his two accounts.

Basically, every round of combat increases the critical-hit range by one.  I've decided to call this Crimson Escalation!

On the first round, the vast majority of PCs and monsters [Yes, this benefits both PCs and their opponents!] will only crit on a natural 20.  On the second round, they'll crit on a 19 or 20.  On the third round, the crit range is 18-20.  Fourth, 17-20 and so on...

Critical-hits do the usual double damage, and it also means you definitely hit the target.  This is useful especially for high AC opponents when, on the fifth round, you will hit on anything that's a roll of 16+.

If you're fortunate enough to have a higher than normal crit range, then good for you.  You get to keep your +1 crit range bonus, that just makes you a more efficient killer!

Regardless of the crit range, if a natural 20 is rolled, that character may also perform some sort of stunt, special maneuver, or epic deed based on present circumstances, described by the player (if he wishes), and adjudicated by the Game Master. 

This will shorten combat and also make it more deadly.  Two things the OSR usually prefers over modern D&D.  I'm going to officially add this to Crimson Dragon Slayer D20 soon.  Until then, I'd like you guys to help me playtest it.  

I don't see a potential downside, assuming fast and brutal battles is what you want, but you never know.  Additionally, this should help balance out non-sorcerer classes, as well.  Suddenly, those wading into melee are slightly more awesome than they were before.  Take that, fireball spamming wizards who's best friends with a cleric!

Thanks,

VS

p.s. We're between Cha'alt kickstarters at the moment, but if you want your luxury supreme hardcovers, Order them right now!


17 comments:

  1. Uh Playtest YES! BUT do it with a voice chat next time.

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    1. It may turn into a cluster-fuck (video and voice), but we can try it.

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  2. Sounds interesting.
    Good to hear it didn't come from the Dance Party Yay! video :-)

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    1. My daughters hacked my YouTube channel, haha.

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  3. Based on a Twitter suggestion, what if Fighters also got to perform some kind of cool maneuver, stunt, or mighty deed whenever they crit?

    Or what if all crits entailed some kind of epic feat, no matter your class?

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  4. It sounds like you're gravitating towards Wizards being called Sorcerers as well. Making that an official change? Damage by class seems an odd choice for the game, but I think I see the reasoning.

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    1. When I'm talking about Cha'alt, I usually gravitate towards sorcerers. It just so happens that whenever I run Crimson Dragon Slayer, it's in the Cha'alt campaign setting. Aside from that personal preference, the two are interchangeable.

      Damage by class allows the GM to do away with ability scores, weapon types, and special class abilities related to combat. It's all part of the rules-light "arcade mode" vibe.

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  5. Sounds fun!
    Obvious options:
    * Restrict the crit bonus to Fighters.

    * Allow either the double damage or a stunt on the non-20 crit rolls.

    * Restrict double damage and stunt to only Fighters. Other classes have to choose. [This is my favorite so far.]

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    1. Good stuff! Ok, time to try shit out before making a decision. We have until mid-September.

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  7. This sounds like a great addition! Definitely gonna give this a try...

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