Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Anyway the issue I pointed out gets exacerbated with higher damage spells/attacks. Let's say I crit the spell inflict wounds, which takes the damage roll from 3d10 to 6d10. Keep in mind I only have a 5% chance to crit. I can theoretically roll six 1's for a total damage of 6 on this critting inflict wounds. How can you say this is not dumb? if I crit for 6 damage when I normally already have the potential of 30 damage, is it really a critical hit?
Well, that's "theoretically" 3dmg better than you'd normally get, if you were to roll 1 on 3 "normal" dices. So I still see it as a win
All in all, your post sounds like you're not really into RNG, so maybe try different game, mods, or cheats?
RNG can be a drag, but changing it too much (especially in "take high dmg") can result in stuff like some enemies one-shotting you, for example.
P.S.
Regarding "crit always hit". While true, in 5e that's not a real issue.
Given how the system is build and run, normally you'd need to roll 8-10 to hit an enemy of appropriate CR for your level.
I think if you crit your damage should be doubled. Same number of dice as normal, but the final damage should be doubled.
This is what makes sense to me but I only have a few dozen hours of irl D&D experience and hundreds of hours of combat RPG videogame experience, which will probably influence my stance.
I'm more than fine with crits working as is.
You can get lucky, and you can get unlucky. Sometimes both at the same time, and there's nothing wrong with it.
After all, who knows: maybe you catched an enemy off guard, but there was a really small window of opportunity, so you couldn't aim the strike well.
Plus, given that larian use true RNG, a chance of rolling 6 1's is quite low, so I wouldn't even worry about it.
I do believe they mentioned something about adding some options to tweak RNG on the release, so that might (or not) be the solution you're looking for