Having run Fantasy Craft for nearly a year and a half now, it's high time I started compiling thoughts on this, towards a potential mega-review, perhaps, maybe.
So, crits.
How critical hits works is a little different than Dungeons and Dragons 3rd edition. In D&D 3e, if you roll within your critical range on a twenty-sided die, you roll to hit again and if you do, you get a critical hit. It generally, to simplify, cuts the amount of times you can get a critical hit. Critical hits do generally double damage, or more rarely triple or quadruple.
In Fantasy Craft, when you roll in your critical range, you have to spend an action die to activate your critical hit. Players generally get 3-5 action dice a session, which can be spent for a variety of uses but are generally used to boost rolls or critical hits. Players often hoard them - especially when down to 1-2 dice - to activate critical hits. As such, critical hits occur more often. Critical hits inflict damage on wounds, not vitality - wounds being a small amount of damage that normally only come into play when vitality is completed.
The key point is that wounds are generally very low - a creature with 500 points of vitality will only have 20-50 wounds. And as character levels increase, their critical range, ability to activate critical hits, and damage all increase.
The potential problem is that NPC wounds generally do not increase. They can have traits like Monstrous Defense (that reduces a character's critical range) and Tough (that denies critical hits entirely) but those are available at any level, and aren't always appropriate. As such, players become proficient enough that in a group, doing two attacks or more per round each, their 10% or more chance of getting a critical hit becomes a near-certainty. And when they're dealing out damage in the 20+ range, they have a good chance to kill anything in one turn.
And to some extent, this is appropriate; characters should be better at killing at higher levels, and since monsters and villains scale in terms of bonuses as levels get higher, this is one way to represent this. The issue is that there isn't a real counter per se, short of having every villain the players face be heavily armored and with some degree of Tough and Monstrous Defense, which grows repetitive and dull. "The villain shrugs off your hit! For the fourth time! Isn't this exciting!?"
If I run Spycraft, Fantasy Craft's sister system, I'm not likely to change it - combat is supposed to be deadly. I'm certainly not going to change it my current game after running for a year and a half and nearly being finished - but here are some alternate ideas for crit systems for Fantasy Craft:
- When you make a critical threat, you do damage normally, but can spend and roll an action die. The results of that action die are transferred directly to wounds. Since the die may explode as normal, you can get one-shot kills, but as not often as usual.
- When you take a critical hit, make a Toughness save (1/2 level + Con bonus) against a DC equal to 10 + 1/2 the damage inflicted after DR. If you fail, the damage goes to Wounds as usual, and if you succeed, you take a level of Fatigue.
- When you make a critical hit, you may spend an action dice. The attack does maximum damage instead of inflicting a critical hit. You can spend two dice to have it do normal damage.
- When you inflict a critical hit, you can spend one die for maximum damage, two dice for double damage, or three dice to inflict it directly to wounds.