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View Full Version : How to Build: Improved Critical Hit



TheDux
Feb 17th, '09, 11:09 AM
I would like to thank Sean for his Find Weakness alternative, I have already put thin into one of my character builds, with some alterations based on the character's needs.

Now I was thinking of another, less active, "chance based" damage increasing ability. NOTE: Not a Find Weakness alternative, but an alternative way of getting a similar effect (subtle difference).

But rather than taking time to find the "weak point" and being able to exploit it for a given period of time, this would be more instinctive, maybe like a reflex with a low to moderate chance of success.

While I have some building bricks, something is missing still. I am using a trigger and DEX based RSR (with a penalty).

Improved Critical Hit - Aid Xd6 HKA, Trigger (Successful HKA, resets automatically), 0 END; RSR (based on DEX - Y), Limited Power Improved Critical Hit damage cannot exceed 2 times the damage of the trigger.

Where X = an amount of dice equal to about 2/3 the number of dice on the highest applicable HKA; Y = a penalty to the DEX roll to decrease the chance of activation. so could read Aid 4d6/DEX - 3 depending on variables to be determined later.

The problem is that the triggered effect takes place AFTER the trigger (the original attack) and therefore does not boost the damage of the initial attack.

The next problem is the fact that I only want the Aid to last for the single attack, and not linger. So my next idea was replace Aid with just an HKA.

Improved Critical Hit - HKA Xd6, Trigger (Successful HKA, resets automatically), 0 END; RSR (based on DEX - Y), Limited Power Improved Critical Hit damage cannot exceed 2 times the damage of the trigger

But this makes it a second attack rather than additional damage to the first attack.

How can I create this triggered ability, that has a CHANCE of increasing a single attack from a group of attacks (all HKAs with certain focus)? Or will one of the above work?

CrosshairCollie
Feb 17th, '09, 02:40 PM
You should be able to make that second one '+xd6 HKA', which would add to other KAs.

prestidigitator
Feb 17th, '09, 03:25 PM
Why a Trigger rather than simply using a Multiple Power Attack?

ghost-angel
Feb 17th, '09, 04:08 PM
Why not just a Partially Limited Power:

Attack: XD6 + Attack YD6 (Only If Conditions Are Met)

Whatever those Conditions are determines the Limitation (DEX Roll, Hits By At Least 4, Activation Roll, etc)

braincraft
Feb 17th, '09, 05:58 PM
+X CSLs, only to increase damage/DCs.

Sean Waters
Feb 18th, '09, 07:13 AM
Generally speaking you are better off simply adding damage directly than using Aid. I used Aid in the 'Find Weakness' construct for a specific reason - as an adjustment power you can buy the 'variable effects' advantage to have the same construct apply to multiple attacks for only a modest increase in cost, as I was trying to present a general solution.

If you have (say) CLAWS that can do an improved critical - like City of Heroes scrappers - try this:

Claws with crits
1) Killing Attack - Hand-To-Hand 2d6
2) Killing Attack - Hand-To-Hand PLUS 1d6, Reduced Endurance (0 END; +½) (22 Active Points); Activation Roll 11- (-1), No STR Bonus (-½), No Knockback (-¼)

You could even consider replacing the additional damage with a naked AP advantage :)

NuSoardGraphite
Feb 19th, '09, 03:21 PM
To the Original Poster:

Do you use the Optional Critical Hit rules from Fantasy Hero/The Ultimate Martial Artist?

If not you should consider them. They are awsome for Critical Hits and if you use them, I have a method of increasing the damage for Improved Critical Hits.

Eternal
Feb 19th, '09, 03:25 PM
New to this but:

what about a triggered ability with reduced OCV that happens every time your first hit lands. Therefore: If the person is a sitting duck you will crit a lot, but if they are difficult to hit your attack will "glance" and not land the additional critical damage.

prestidigitator
Feb 19th, '09, 11:22 PM
At times I've used an Activation Roll for a power that uses the same die roll result as the attack roll. So if it is an 8- Activation, it works when your attack roll for the main attack is 8 or under. Kinda neat, cuts down on rolls, etc. Just note it as such when building the power (and check with your GM).

DocMan
Feb 26th, '09, 12:40 PM
Are you trying to create a critical hit game effect, or to create an attach which has an increased chance of getting a critical hit?

In Klytus' games, we use the following house rules for critical hits: If the number on the dice for the attack roll is under half of the target number (rounded down), then the attack is deemed a critical hit and all dice on the damage roll that show 3 or less are rounded up to 4 when damage is being counted. If the threshold for a critical hit is 6 or more, and a natural 3 is rolled on the attack roll, the attack does max damage.

Example: Inferno shoots at Devastator with his 12 D6 fire blast. Inferno has a 7 OCV + 2 levels with Ranged combat. Devastator has a 5 DCV (he's built like a house!). So Inferno is +4 to hit and has a target number of 16. If Inferno rolls an 8 or less, he will have a critical hit. If he rolls a natural 3, he will do max damage of 72 stun. Inferno rolls a 6 for his attack roll, getting the critical hit. And he needs it, as his damage roll has no fives or sixes. So with the critical hit, Inferno does 48 STUN and 12 Body to Devastator, who shrugs it off with his 50 ED. Devastator steps forward and punches Inferno. Devastator has a 5 OCV with +3 in hand to hand combat. Inferno's DCV is 7. Devastator has a target number of 13 and a crit threshold of 6. Devastator rolls a 9 and hits, but doesn't get a critical hit. Which is just as well, as he has 75 STR and Inferno goes flying.

This is a house rule used across the board, so no one has to pay points for it, but the bad guys can score critical hits just as easily. And it deals with the issue of having amazing die rolls to hit and following up with wimpy damage.

Doc

braincraft
Feb 26th, '09, 04:19 PM
At times I've used an Activation Roll for a power that uses the same die roll result as the attack roll. So if it is an 8- Activation, it works when your attack roll for the main attack is 8 or under. Kinda neat, cuts down on rolls, etc. Just note it as such when building the power (and check with your GM).

That seems like it would be less of a Limitation than the normal Activation Roll. If the activation roll is 11-, then it only works about half the time; but if most of the high rolls will be misses, and most of the low rolls will be hits, then the majority of hits will be activations, instead of approximately half, as if the Activation Roll were separate.

prestidigitator
Feb 28th, '09, 09:55 AM
That seems like it would be less of a Limitation than the normal Activation Roll. If the activation roll is 11-, then it only works about half the time; but if most of the high rolls will be misses, and most of the low rolls will be hits, then the majority of hits will be activations, instead of approximately half, as if the Activation Roll were separate.

I suppose. You could probably decrease the value of the Limitation based on the frequency of actual hits that result in successful activation (based on average CV values in the game I suppose). Then again, for some powers (e.g. AOEs) it might be a good thing if the activation succeeds when the attack roll fails, even. Or a horribly bad thing. I suppose it depends a bit on the power in question. I figured it probably balanced on average, or was close enough for superhero work. ;)