Characters 'start' with normal average weapons, which do not get critical strikes. They must have a 'found' or purchased weapon to gain critical strike ability.
I get your point on rolling the critical with less dice, as it was something I thought about. As we actually roll the damage, you can critical and still only get the initial skulls (I rolled 7 dice to defend and got no shields, it happens)
But your 3 skulls idea does give some overall consistency. Plus gives the monsters a good critical chance too. Not using it yet, but might do so on the non-standard quests. An Orc archer getting a critical shot would make my kids scream in pain for their hero, or glee when they are playing the Evil wizard. (Which they all love to do. Nothing like being allowed to try and kill your siblings!)
And meditating isnt nothing.
Just want the abilities to not overpower the monk.
It is as you said, making a sacrifice on one hand, to add something to the other. Always room for tweaking though.






1BP,
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1BP,
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