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Crit hit and Auto hit

Posted: Sun Jun 10, 2012 5:28 am
by Logon
Crit hit and Auto hit
Such basic rules should be a lot clearer !

p12 :
A roll of 20 is an automatic hit and often results in a critical success of some kind.
p79 :
A natural roll of 20 is a critical hit. For some classes, other
die rolls may also result in critical hits. See below for more
details.
A higher-level character with multiple attacks may roll an
action die other than 1d20. Similarly, a character attacking
with two weapons may roll a die other than 1d20. A critical
hit still requires a result of a natural 20 or the character’s
threat range, as detailed below – secondary dice results do
not score critical hits as often.
p81 :
On a d20 roll, a natural roll of 20 is a critical hit. A natural 20 automatically hits and the attacker must roll his crit die on
the appropriate critical hit table, with the result adjusted by his Luck modifier.
Crit dice and table are determined by class and level; refer to the character class tables. All 0-level characters roll 1d4 on
crit table I.
Note that while higher-level warriors threaten critical hits on rolls other than 20, only a natural 20 is an automatic hit.
Strikes that fail to hit do not incur critical hits. For example, a warrior with a threat range of 19-20 rolls a natural 19 against
a foe with AC 21. If the warrior’s deed die rolls a 1, the total attack is a result of 20, less than the AC, so this attack does not
hit. It thus does not score a critical hit, even though it is within the threat range. If the deed die is a 2 or higher, the total
attack roll is at least 21, so the attack hits and due to the natural 19 it counts as a critical hit.
When rolling dice greater than d20, a crit occurs based on
the die’s highest possible results.
For example, when attacking
with a d24, a crit occurs on a 24. A warrior with an
improved threat range adjusts accordingly. For example, a
threat range of 19-20 while rolling on a d24 becomes 23-24,
with only the result of 24 being an automatic hit.
Given the wide range of foes encountered by the PCs, the
judge should always adjust the description of the critical hit
to suit the foe and the PC’s weapon. If a result is completely
inapplicable, use the next lower (less harmful) result on the
table. Similarly, critical hits scored by monsters should be
narrated in accordance to the monster’s chosen attack.

p94 : table 4.3 Two-Weapon Attacks:
Agility 16-17 : Primary hand scores a critical hit on a max die roll (16 on
1d16) that also beats target’s AC (no automatic hit)

So what are the official and definitive rules ? [/b]

- Automatic hit ONLY on a 20, whatever the dice ? Any exception ?

- Critical hit ONLY on the maximum side ? (1d14 :14; 1d16 : 16 ; 1d20:20 ; 1d24:24; 1d30:30)
Or only on the maximum side IF the dice is d20 or higher ??? (= no critical possible with d16 and lower dies ?)
(in both cases : + the warrior threat range rule)




SKILLS:
p66-67:
Skill Checks for Common Activities
What kind of dice a warrior, elf, halfling, etc is supposed to use when doing mundane physical actions a Thief is supposed to be a specialist ?
For instance: A Warrior makes a Climbing roll with 1d20 or 1d10 ?


ELF and Equipment :
where are the mithril weapons and armors ?

Re: Stomp the typo!

Posted: Sun Jun 10, 2012 10:01 am
by TheNobleDrake
Logon wrote:So what are the official and definitive rules ?

- Automatic hit ONLY on a 20, whatever the dice ? Any exception ?

- Critical hit ONLY on the maximum side ? (1d14 :14; 1d16 : 16 ; 1d20:20 ; 1d24:24; 1d30:30)
Or only on the maximum side IF the dice is d20 or higher ??? (= no critical possible with d16 and lower dies ?)
(in both cases : + the warrior threat range rule)
This isn't definitive because it's coming from a non-developer, but I expect the answer a developer would give is the following:

Automatic hits: An automatic hit only occurs in the following instances
-When a halfling is two-weapon fighting and rolls the maximum natural result on his attack die.
-When any class rolls the maximum natural result on an attack die that is a d20, d24, or d30.

Critical hits: A critical hit only occurs in the following instances
-When a halfling is two-weapon fighting and rolls the maximum natural result on his attack die.
-When a two-weapon fighting character with Agility of 16-17 rolls the maximum natural result on his primary attack die and would also hit according to his attack total.
-When a two-weapon fighting character with Agility 18 rolls the maximum natural result on his primary attack die regardless of total to-hit.
-When any other character rolls either the maximum natural result on their d20, d24, or d30 attack die - or in the case of warriors, rolls within his adjusted critical hit range based on die type as follows:
Crit range listed as 19-20 = 23-24 on a d24 and 29-30 on a d30
Crit range listed as 18-20 = 22-24 on a d24 and 28-30 on a d30
Crit range listed as 17-20 = 21-24 on a d24 and 27-39 on a d30
and so on.

And that is all. (so hoping I didn't miss something)

Logon wrote: What kind of dice a warrior, elf, halfling, etc is supposed to use when doing mundane physical actions a Thief is supposed to be a specialist ?
For instance: A Warrior makes a Climbing roll with 1d20 or 1d10 ?
All characters are meant to be considered "trained" in any basic physical activity that a real-life adult could reasonably succeed at - that means rolling a d20 for climbing, swimming, jumping, and such if you roll those things at all.

The Thief has the advantage that, with climbing for example, he will have a bonus not available to other classes ranging from +1 to +3 at 1st level, to +13 or +15 at 10th level... meaning that a 10th level Thief who has a 3 Agility for some reason will be able to automatically succeed at climbing a normal stone wall (DC 10) thanks to his total climb roll being 1d20+13-3... or on the other end of the spectrum, could manage to throw on full plate armor (-8 check penalty) and still manage great chances of success at climbing most walls even with average agility because 1d20+13-8 still has a statistical average of over 15.
Logon wrote: ELF and Equipment :
where are the mithril weapons and armors ?
They are, unless the Judge at the table says otherwise, identical to normal weapons and armors - the elf simply has the option, at 1st level, to purchase one weapon and one suit of armor made of iron at normal price and declare that they are mithral... so he may then wear and use them without losing 1 HP every day for doing so.

Other than that, Mithril arms and armor are only available as the Judge sees fit, so they don't actually need a price listed. (i.e. the only price that "should" be listed is QUEST)

Re: Stomp the typo / Errata & FAQ

Posted: Sun Jun 10, 2012 11:05 am
by Colin
Those questions have been answered on the forums before, and yes, from what I remember, TheNobleDrake is correct. :)

Colin

Re: Crit hit and Auto hit

Posted: Mon Jun 11, 2012 8:10 am
by finarvyn
This seemed more like a discussion and less a "spot the typo" thing, so I split it from the other thread. 8)