sorry second use was Original Poster. I.E you sir!
Oh ok, I had an inkling you were referring to me but I wasn't confident on that assumption.
and no not exactly.
What i was referring to was that in RM, the fire bolt attack table does significantly more damage than a shock bolt attack table.
True, but there is a reason for that. If I remember correctly shock bolts do significantly more stun, as I believe they should. Also, IMHO, I think fire should do more damage than the other elements.
So when using the HARP spells, (i.e. elemental bolt) its hard to choose which attack table to use in terms of balance.
If you use the RM crit tables for HARP you should stick with what they have for the different elemental types. And should choose what effect you are looking for, i.e. more damage, more stun, more maneuver penalties, etc...
I felt (and this is in no way statistically proven, merely my hunch and feeling about the matter)
that the elemental crits crits do different damage damage than other tables due to the nature of the character level you must attain before you can even cast a spell that utilizes that crit.
Not so much in HARP, as I have the tables before me and the damage is pretty close. Slashing does pretty much the same damage and crit effects as fire does (as far as numbers go that is). Give or take a couple of points here and there. If your talking about scaling options and the fact that all elemental attack spells start at the tiny crit level, I think that fits for balance issues. Please note that I am using the Hack & Slash tables and have applied my house rule of -2 to casting roll per PP scaled instead of the normal -5, which is ridiculous to me. They work fine in that way. Though IMHO the damage is still a bit high from the crits.
in the end I am hopeful that you can implement a more generic attack table, with equally damaging crits, but they be tweaked it some manner for flavour/variety.
They are pretty much equal now. With a few differences in damage types. I actually plan on changing that a little as I think the different elements have different effects and should not all cause the same amount of damage (or stun, or what have you).
i.e. electrical crits doing slightly more stuns while heat crits do slightly more maneuver penalty results and cold crits doing more initiative / speed penalties etc.
Exactly what I planned only a little different. IMHO I think heat crits should do more damage overall. Currently there are 4 effects from getting hit by something, damage, bleeders, stuns, and maneuver penalties. And there are 4 elements. So I think each element should have an area that does more than the others. For the caster it would be a point as to what they feel would be more beneficial to them and their group. I will do my best to keep them balanced.
I am not sure how much tweaking I may do if any at all on the elemental attack tables. I may simply keep my tables in line with the official ones.