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Cornman8700
Cornman8700

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Crits are weird so here's a primer on how they work for the game system. This informs how they function in the books, but requires a lot more tabletop terminology to give a good explanation.

Critical Strikes: In the base system there is no automatic crit range. In order to become capable of critical strikes, one must take a skill, evolution, or other ability that increases their critical range.

Rolls are done in this system system using 10-sided dice (D10). There are usually several D10s rolled with any given check or attack, from two or three at low levels to a dozen or more at higher levels.

For every 1 critical range, the number required to critically strike with any die is increased by 1. That is, +1 critical range means that a result of 10 on a die roll is a critical strike. If you gain another ability that grants +1 critical range to the same type of checks or attacks (for a total of +2), then a result of 9 or 10 results in a critical strike.

Because multiple dice are rolled, critical strikes are not as bursty as they might be in other systems. Adding critical range does add some RNG to roll results, but can generally be counted on to be a fairly reliable addition of damage or other effects.

By default a crit adds +10 to a roll, but there are a variety of abilities that modify how crits work or that will trigger effects based on crits.

Anyway, I'm telling you this because all the LCK evo's you're being offered are crit based.

Martial Crits 1

Your critical range with weapon and unarmed attacks is increased by 1.

Spell Crits 1

Your critical range with spell attacks is increased by 1.

Minion Crits 1

The critical range of the attacks of your minions is increased by 1.

Minions are characters bound to you through some skill or effect, such as summons and familiars.

Comments

The crits and promise of imminent demise makes me think of this poor redshirt perishing at his own hands of a self-crit, having rolled a Nat 1. XD

Marcaeus


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