I think the whole "Rogues/stealthy" people have a higher chance of "Critical Hits" because they spent a vast amount of time training to seek out their enemies weak spots. Where the average fighter types devotes their time to training to overwhelm their opponents by brute force. Think about it, if the cliche fighter type trained half as much as the cliche stealthy did in finding ones sweet spot, they would be racking in the critical hits too. The part about the MP, I think that's just plain stupidity/ignorance.
um, throwing fireballs and resurrecting people are pretty artificial too... I don't have any problem with critical hit idea or its history.
*blink*... *mumble*... Gonna read it again :S
Well, it does make sense to some degree, the association between stealth and criticals/extra damage. I think what might be throwing you off some is your logic for criticals = vital hits to balance the HP system of RPG's. I would say that's inherently not possible within the confines of HP and how it works.To give some insight into how I've seen the whole critical hit issue explained, inasmuch as it pertains to physical damage, look at D&D as you mentioned. The Rogue class therein has sneak attacks, which do extra damage, similar to Ambush or Backstab in WoW currently. The idea isn't so much that you have some sort of esoteric and non-specific training as a stealth class so much as that because you are stealthed and your enemy is not aware of you, you have the time to plan out and take the time to make the perfect strike.
Thieves in D&D did not originally have critical hits; D&D didn't have critical hits. They did, however, have the ability to stab enemies in the back for extra damage. In later editions, this was later abstracted to be "sneak attack" damage, when they had the advantage over their opponent.
Back when I started playing MUDs years ago, there were three primary sneaky classes, the rogue, thief, and assassin. Rogue's were harmless mischief makers, thieves lived up to their name and assassins were the ones with the critical hits. So, when I started playing WoW, also years ago, the rogue class and crits made sense to me. Rogues are the combination of what I already knew. But to simpilify: assassin=rogue=thief=ninja=Crit!(You die!)
Combat is pretty potent if play right...KS + a few crit here and there could take out a person just as fast...
As has been said, I would guess that any thief/rogue/assassin-type characters (who generally don't wear heavy armor and thus can't afford to have a plate-wearing warrior's recklessness) who intended to fight would have to know how to strike their enemies in their most vulnerable spots - a 'critical hit', essentially.I think the bigger issue pertaining to this is, as you mentioned, the idea of 'hit points'. It's something I've noticed greatly in WoW - while it makes sense that more experience in battle would boost one's survivability in combat, why are instance elites so much more difficult to bring down than a normal enemy of the same race, combat type and level? Is it some kind of 'elite enchantment' granted by an instance's endboss or something?Or for that matter, why would the 'Scourge' enemies in the Undead starting area be so much weaker than the Plaguelands variety (which is a mere one zone away)? Why is Gnomeregan still full of troggs and leper gnomes when even a lv. 80 clothie could clean out the place single-handedly? How can a faction leader character or a raid boss have literally thousands of times more HP than any single character and survive being attacked by multiple attackers using the most powerful weapons and magic available at the same time, even when they just look like a typical human or what-have-you?All of that depends heavily on the hit point system, and I think that deserves its own discussion.
Secret of Mana!That's all I really have to say for this post. It was my first RPG I ever played as a kid, and it's still one of my favorites.
It's supposed to be World of Crycraft! See sig below!Nah, I'm just kidding. I actually enjoyed this blog mostly because it brought back a lot of nostalgia regarding RPGs I used to play or play less frequently...
I'm your dream, make you realI'm your eyes when you must stealI'm your pain when you can't feelSad but true I'm your dream, mind astrayI'm your eyes while you're awayI'm your pain while you repayYou know it's sad but true
Your link at the bottom goes to: http://www.wowhead.com/htparnell.blogspot.comWait to mess up the tag :P
Wall of text critical hits Twinz for 9277523 damage.Twinz dies.
So anyone dont have ever seen WL controller? I think that pic is just copy of it... rogue RACISZ!
I want the controler, better than mashing 1 on my keyboard all the time :)
Well, I think it's important to note that in D&D 3.0 (and 3.5, I don't know very much about ver. 4), Rogues have sneak attack, but they DON'T have any additional chance to critically hit. You only gain that with certain weapons (weapons with a 19-20 or 18-20 threat range), certain feats, certain weapon enchants, and the very rare prestige class feature.I suppose I didn't make one of my original points clear enough. D&D doesn't have this association between Rogues and critical hits. Rogues have sneak attack damage, but as yawgmoth pointed out, THAT damage isn't multiplied on a critical hit. If anybody, Fighters (who get access to the most feats) are the most likely to have an increased critical chance, but if a critical hit is supposed to represent your chance of striking an internal organ, and you can take a feat to make that more likely, it's not really an entirely random chance any more. But if it's not random chance, how is that different from what the rogue is doing?There's something fishy going on here...
Wait, are you QQing about ROGUES? sup with the Palas and DKs?