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General Tabletop Discussion
*Dungeons & Dragons
Just make critical do double damage. Period.
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<blockquote data-quote="CleverNickName" data-source="post: 8994620" data-attributes="member: 50987"><p>I ran a one-shot back in early 2020, before the world changed, and we tested out the "exploding dice" rule for critical hits. It worked pretty well. In a nutshell:</p><ul> <li data-xf-list-type="ul">A roll of 20 on the attack roll was still an automatic hit regardless of the target's Armor Class, and that's plenty powerful on its own. It felt anticlimactic, though, so I allowed the character to also do a little minor stunt, like trade places with an adjacent friend/foe, for free as part of that attack roll.</li> <li data-xf-list-type="ul">However, a "critical hit" was <em>any hit </em>that rolled maximum damage. If that happened, the "exploding" rules kicked in...you got to roll that weapon damage a second time and add it to the total. If that was also maximum damage, you got to do it <em>again, </em>and <em>again, </em>and <em>again.</em> </li> <li data-xf-list-type="ul">Bonuses and extra damage dice from things like flaming weapons and sneak attack didn't get rolled again....it was just the weapon's damage that "exploded" like this.</li> </ul><p>This impacted combat in a number of ways, but the biggest deal was how much more powerful it made daggers, sickles, slings, whips, and other d4 weapons. These weapons had a 25% chance to crit with every single hit, compared to the greataxe's 8% chance or the greatsword's 3% chance...they still didn't do as much damage in the long run, but they could be a lot more exciting--especially if they "exploded" multiple times.</p><p></p><p>And if you happened to have a special effect or class feature that triggered on a critical hit, you would get to use that feature 5x as often.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8994620, member: 50987"] I ran a one-shot back in early 2020, before the world changed, and we tested out the "exploding dice" rule for critical hits. It worked pretty well. In a nutshell: [LIST] [*]A roll of 20 on the attack roll was still an automatic hit regardless of the target's Armor Class, and that's plenty powerful on its own. It felt anticlimactic, though, so I allowed the character to also do a little minor stunt, like trade places with an adjacent friend/foe, for free as part of that attack roll. [*]However, a "critical hit" was [I]any hit [/I]that rolled maximum damage. If that happened, the "exploding" rules kicked in...you got to roll that weapon damage a second time and add it to the total. If that was also maximum damage, you got to do it [I]again, [/I]and [I]again, [/I]and [I]again.[/I] [*]Bonuses and extra damage dice from things like flaming weapons and sneak attack didn't get rolled again....it was just the weapon's damage that "exploded" like this. [/LIST] This impacted combat in a number of ways, but the biggest deal was how much more powerful it made daggers, sickles, slings, whips, and other d4 weapons. These weapons had a 25% chance to crit with every single hit, compared to the greataxe's 8% chance or the greatsword's 3% chance...they still didn't do as much damage in the long run, but they could be a lot more exciting--especially if they "exploded" multiple times. And if you happened to have a special effect or class feature that triggered on a critical hit, you would get to use that feature 5x as often. [/QUOTE]
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Just make critical do double damage. Period.
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