What does everyone think of removing ultimate and replacing it with a simple double damage to critical checks

As the title suggests. I find that my group is more comfortable with just simple natural 20 “double damage or something cool” and that works for them but wondering if I should just get rid of ultimate entirely or adjust it. Thank y’all

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This idea seems to work for most games and at first glance I don’t see any significant impact on the structure of the system. Being a DIY system on its core, ICRPG accepts these changes pretty well.

The way I see it, Efforts are useful for formulas. For example, “this attack causes double Weapon Effort damage” or “the dragon’s breath weapon causes quadruple Ultimate Damage”. That’s why I didn’t like the inclusion of GUN effort at first (I saw it as unecessary, since it was possible simply to change the formula for the damage of gun-type weapons when needed). Now I use that effort as GUN & TECH, including for alchemical creations and potions (which are a bit weaker than direct spells in my game).

However, remember that a weapon attack in the core rules would cause 1d6 damage (1-6), while a critical would be 1d6+1d12 (2-18). A critical without Ultimate, causing only double damage, would be 2d6 (2-12), a very different range. If that’s what you’re looking for, great!

Have fun and please let us know how it goes

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