Just because I had the original idea for the combat mechanics doesn't mean I should "own" them or need to provide my blessing to changes to them. Though I will protest if I think what you're doing is a bad idea. That said, you wanted my input, so here it comes.
Regarding differing crits for finesse vs. prowess characters: I'm not certain I see the point. How is piercing (some amount of) absorption different from dealing (some amount of) extra damage? Or are you advocating that finesse crits should completely obviate absorption? In which case, how would we differentiate between a "good" hit and a "*GREAT*" hit? This would also seem to establish a hard cap on how much extra damage a crit gets you -- only as much as the monster has absorption, which is often a fairly small number even in the late game.
Regarding finesse damage dice: assuming we want the per-hit damage from finesse characters to be consistent, I don't think we need do anything beyond ensure that they don't generally get weapons with bigger dice than a d4 -- which we'd do anyway, since prowess weapons start picking up around about d6. For example, let's say you have a 2d4 finesse weapon and you get 4 blows per round with it with no prowess bonus. I ran 10k iterations of this and got an average damage of 19.98 with a standard deviation of 3.19 -- that's a deviation of only 15%, which is going to be barely noticeable in actual gameplay.
By comparison, prowess combat is way spikier -- misses are a huge deal there since they tend to mean you don't do any damage for the entire round, and when you hit, most of your damage comes from rolling one or two dice and then multiplying the result by a big number. My last paladin had a 1d16 great hammer with IIRC 1.6 blows/round. I was able to kill things okay, but groups were a pain due to misses, and there were definitely times when that 1d16 would roll a 1 or a 2 -- I could tell because even though I hit the monster, its healthbar didn't budge.
That said, if you really want to provide some fixed bonus to per-hit damage, I'd suggest adapting the pval syntax where you do "A + XdY MB" -- a constant bonus, A, plus the dice XdY, plus a depth-dependent extra constant bonus, B.
Finally, last I heard the plan for unbiased weapons was that they would get better dice than either finesse or prowess weapons, at the cost of having a worse critical hit rate (due to the way the crit calculations work, which favors wielding a finesse weapon as a finesse character, or vice versa) and being comparatively hard for non-warrior classes to use (since they lack either the finesse to get multiple blows, or the prowess to make those blows hurt, depending on the class). Basically the goal is that when a non-warrior finds a good sword, they'd think "This can just about compete with the gear I'd rather be using." When a warrior finds that same sword, they can go "Sweet! It's a straight-up upgrade!"
Regarding differing crits for finesse vs. prowess characters: I'm not certain I see the point. How is piercing (some amount of) absorption different from dealing (some amount of) extra damage? Or are you advocating that finesse crits should completely obviate absorption? In which case, how would we differentiate between a "good" hit and a "*GREAT*" hit? This would also seem to establish a hard cap on how much extra damage a crit gets you -- only as much as the monster has absorption, which is often a fairly small number even in the late game.
Regarding finesse damage dice: assuming we want the per-hit damage from finesse characters to be consistent, I don't think we need do anything beyond ensure that they don't generally get weapons with bigger dice than a d4 -- which we'd do anyway, since prowess weapons start picking up around about d6. For example, let's say you have a 2d4 finesse weapon and you get 4 blows per round with it with no prowess bonus. I ran 10k iterations of this and got an average damage of 19.98 with a standard deviation of 3.19 -- that's a deviation of only 15%, which is going to be barely noticeable in actual gameplay.
By comparison, prowess combat is way spikier -- misses are a huge deal there since they tend to mean you don't do any damage for the entire round, and when you hit, most of your damage comes from rolling one or two dice and then multiplying the result by a big number. My last paladin had a 1d16 great hammer with IIRC 1.6 blows/round. I was able to kill things okay, but groups were a pain due to misses, and there were definitely times when that 1d16 would roll a 1 or a 2 -- I could tell because even though I hit the monster, its healthbar didn't budge.
That said, if you really want to provide some fixed bonus to per-hit damage, I'd suggest adapting the pval syntax where you do "A + XdY MB" -- a constant bonus, A, plus the dice XdY, plus a depth-dependent extra constant bonus, B.
Finally, last I heard the plan for unbiased weapons was that they would get better dice than either finesse or prowess weapons, at the cost of having a worse critical hit rate (due to the way the crit calculations work, which favors wielding a finesse weapon as a finesse character, or vice versa) and being comparatively hard for non-warrior classes to use (since they lack either the finesse to get multiple blows, or the prowess to make those blows hurt, depending on the class). Basically the goal is that when a non-warrior finds a good sword, they'd think "This can just about compete with the gear I'd rather be using." When a warrior finds that same sword, they can go "Sweet! It's a straight-up upgrade!"
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