Critical Threat Ranges for version 4e Edit
Rules for critical threat ranges and criticals based off of version 3.5 for version 4e.
Basic Rules; The threat range in v3.5 is where on a natural dice roll you could attempt to hit a critical strike. In order to do this you must roll a number in the threat range. This is called a threat. Most weapons had a critical threat range of 20, meaning they could only attempt to score a critical strike on a natural roll of 20. I say "attempt" because you are not actually scoring a critical strike but are attempting to. Basicly If I rolled a 20 in v3.5 with a weapon that had a 20 threat range, I would hit, but I would also score a threat. Because I have scored a threat I roll again to see if i can hit the defence of the creature again with the same bonusus you used the attack you just made. If you hit you have successfully scored a critcal strike! If you didn't, you roll the damage as normal as if you had make the attack you were making as normal.
We're gonna switch that up just a little bit. A threat range is ALWAYS below 20, because in v4, 20 is always an "automatic crit". If you have a weapon with a threat range of 19-20, it is a threat on 19 and a "automatic critical strike" on 20. More below...like below this section.
- For the second attack roll to confirm a critical hit it doesn't matter what number for the roll as long as it hits.
- In v3.5 most critical damage was 2x your weapon. Some was more. If it makes it easier to think about, getting a critical strike with 2x damage (or more) was effectively like making TWO attacks, which makes the rolling the second die to see if you hit the critical make more sense. It certainly made more sense to me once I understood that.
New Basic Critical rulesEdit
A role of 20 is always a critical strike, hitting max damage unless otherwise noted because of feat, weapon special ability or trait (such as high crit), etc, as normal. However, a roll in the threat range below 20 is not always a critical, and uses the v3.5 rules to confirm a critical hit from a threat.(above)
If one takes the 4e feat "Improved critcal", you always score a critical hit on a 19 (and 20) and your threat range increases by one number. Example: If your threat range was 19-20 before taking the feat, with 20 always being a critical hit, your threat range goes to 18-20, with 18 being a threat and 19-20 being automatic critical hits.
Breakdown; Whenever your automatic critical range goes up by 1, increase your critical threat range by one. For instance, someone with an automatic crit of 20 gains a power *etc* that lets them hit a critical strike on 18-20. Because this is a two decimal increase of your automatic crit range your threat range increases by two, making a threat range of 18-20 (someone using a scimitar) go to a threat range of 16-20. If you have a automatic crit range of 18-20 and you take "improved critical" instead of making your automatic crit range 19-20, make it one larger than before, making a 18-20 go to a 17-20, and making your threat range also go up by one as normal.
Also, once you understand the 1 up automatic critical range=also 1 up threat range, it's pretty simple.
For the record, this is designed so that magic weapon ability or power or paragon path feature or some feat, they all stack when determining critical threats or automatic critical range.
Weapons Affected by Threat rangeEdit
Some weapons are not included here. That either means they are not affected by threat range as they don't have entries in v3.5, or they have not been implemented by me yet, because I am either to lazy, or don't have enough time. Probably a mixture. Use your common sense to evaluate what weapons might be affected by this that may be not listed. Gotta love common sense.
Some weapons with the "high crit" trait in 4e, are actualy weapons that had a larger threat range in v3.5 Below is a list of threat ranges for most weapons, and rules for replacing the "high crit" trait with a larger threat range as well as a the rules for a "double high crit" trait.
|I like cheese||Weapon(s)||Dagger, All Crossbows, Shortsword, Longsword, Heavy Flail, Bastard Sword,Longsword,Shortsword,Halberd||Rapier||Scimitar*,Falchion,Kukri||Light Pick/Heavy Pick/Scythe||Glaive,Shortbow,Longbow,Waraxe,Longspear,Spear,Handaxe||
|Replacing/Adding Trait||None||None||Replace High Crit||Replace High Crit,ADD Double high crit"||None||ADD high crit||None||None|
- Some weapons have increased or decreased in HD (hit die, d6, d8 etc). For instance battle axe and warhammer have both moved up one HD, making them more powerful, but take away other effects (such as in 4e, if converted from v3.5 they should have high crit trait based on what other weapons that had 3x crit rate in v3.5). Becuase i don't want to overthink myself so my brain explodes (as below) I am only putting what I believe to be the correct conversion from v3.5 to 4e for crit ranges and the like, not taking into acount the changes of HD etc. You will understand why I'm not doing this if you read below. My brain literally exploded. Well more like got Psion Mind thrusted....heh heh... don't mind the the mind flayer in the living room....
- Scimitar has a damage of 1d6 in v3.5 as well as rapier. Moving it up to 1d8 and giving it a high crit ability makes already pushes the boundary as to the 18-20 weapons usually get high crit, and sometimes 19-20, or at least that is the way I have noted it being converted. Because scimitar and rapier were essentialy the same except for the Type (of damage),slashing vs piercing. This makes it confusing on how to balance because adding the 18-20 crit range to the rapier is almost essentialy the same as adding the high crit trait to it if we converted it do v4 without this variable rule. The same thing happens with the scimitar, so it would be like having two high crit traits, except it is actualy getting replaced. This brings up some curious options of balanced gameplay... does this effectively make....?(heh heh spooky ending so i don't make my brain explode by thinking to much)