I got to finally run a game of EotE last weekend.
I ran "Debts to Pay" from the GM's Kit, and I found the fights in the module took forever! (6 adversary enemies, 4 adversary allies, and 4 PCs makes for a long combat round).
Anyways. Eventually we had a couple of criticals come up, and the player rolled 100 on the dice, and was quite disappointed that his best possible roll was so underwhelming (we had expected rolling 100 would be a very big deal - like an insta-kill, not just an inconvenience for the enemy for the rest of the fight.)
Has anyone else had this come up?
Does it sound like we misunderstood something? The players asked if I could houserule Criticals to pack some more punch, but before I do anything like that I thought I would come on here and ask people about it; so, Thoughts? Is a critical just not that big of a deal unless you activate it 5+ times and roll really high?
As for how I would make criticals more punchy, if I do so - which I may or may not do - (after a bit of group discussion):
- Condense the whole table from its current 1-150 range into a 1-100 range.
- A) Activating multiple criticals gives you: "Roll X Number of times, and take the best result". or
- B) Activating multiple criticals gives you a minimum roll, of +10 per extra critical. Rolling under it means you reroll.