- Charts go to 175
Firstly, great news that the max has increased. Glad to see that it was accepted as an issue, but does the fix go far enough? I'm a bit doubtful, and I know I should wait patiently until the next RMU beta comes out, but can't help myself...
Here's what I've observed, which I'll illustrate with an example:
- A 12th Lvl Fighter in RMU will have an OB of about 160 = 88 skill + 12 prof + 40 stat + 20 magic (not unreasonable? could be even higher in fact)
- Median DB across all creatures in C&T is about 30(ish) & many/most can't parry.
- Net = +130 to the attack dice roll
Basically, this gives a BINARY result. That is, with max 150 tables the attacker either fumbles, or gets an E crit. On most tables & ATs there will be zero possibility of getting an A, B or C crit, and probably not even D.
Ok so I've assumed zero attacker parry, but now consider that the above +130 net attack could be an archery attack, say a longbow at 100' range. The binary result seems even more unrealistic for archery considering a running defender at 100' range ALWAYS takes an E crit - or the attacker fumbles - the same binary result.
So this was the issue that has been accepted by the designers (thank you), but again I ask is max 175 enough? I fear it will still seem like a binary result, with a few more D's thrown in.
Now for lower level chars in RMU, I think the fact that temp stats (and therefore stat bonuses) have been severely curtailed at lower levels is a GOOD thing, esp. compared to RMC/2 chars. (Some of our 3rd lvl RMC chars have OB>80 due to stat bonuses, thus the high frequency of E crits - not good IMO). RMU might have this solved. It means that E crits for low level chars might be far less prevalent, and the table max less relevant. This seems like good reason to leave the A crit thresholds at around the same place as they are now on the weapon tables, but stretch the crits over a much larger range to cater for higher level chars, even up to 250 as I've said in previous posts.
And the main reason for me making this suggestion is not realism but... fun. This is very subjective, but it's much more fun for me as a role player if my low level char has great difficulty achieving really punishing hits. I can therefore strive to gain those skills at med-high level. It shouldn't be too easy to get E crits at low level. They become ho-hum. I'd be very happy if something like a C crit is about the best I could hope for, until higher levels (except for open-ended rolls of course). Likewise, it's no fun if my high level character always achieves an E crit (or fumbles).
I tried the charts to 200, but it was just too spread out - either crits max out vs all AT making armor matter little if someone maxed out the chart, or crits start too high at the higher AT's making armor rather uber. 175 works well, and is consistent with Absolute Success on other maneuvers.
Matt, this concerns me. It almost sounds like the charts have been made to go to 175 (or 200) by simply moving all results up 25 (or 50) places? I really hope that is not the case and the A crit thresholds were not moved too much. I realise it can't be that simplistic because you've mentioned the introduction of F+ crits. Again, I think stretching the existing A-E crits over a much larger range seems better, and simpler than using F+ crits. Make the chars
work for those E crits. Make them
special, not routine. Again, this is very subjective. Would be interested to hear other opinions.