So i had this idea on how to rework critical hits so the player can choose when they get a crit and with what skill. The default crit modifyer would have to be *1 for this to work. Basicly, you have skills that feed off MP and don't ever crit. Then in another skill type, you have the same skills that completley empty TP after use, but in there formulas the damage/healing is multiplyed by ((a.tp/2+1)) (if max TP is 10) This could (potentially) add a lot of player choice to a game. "Do i want to crit for *1.5 for sevral turns in a row? or do i want to go big and crit for *4?" "Do i want to deal lots of damage to this enemy, or do i want to make sure this or that ally stays alive with an effective heal?" "Do I need to use this skill that applies a state upon criting, or do i want to use the skill that runs a common event on critting?"