You could impose a save-ends condition appropriate to the magic weapon. Like ongoing fire damage for the flaming weapon, for an obvious instance.
That is a very simple and effective idea - I'll bring it up with the player for certain.
Crits tend to be really disappointing against minions, since any ol' hit already kills 'em. Letting a crit drop a fresh super-minion would be cool. Or, for a regular minion or super-minion, let it 'cleave' 3e-style, and allow you to repeat the attack on another minion in range/reach.
In this instance, crits are auto-kills on the "super-minions" - but your idea about a "cleave" does sound good.
My super-minions have a "to kill" dmg threshold (otherwise, they are bloodied). When getting a crit, kill one and bloody a second one would be appropriate - and quite cinematic.
I assume what you're trying to get around is him setting himself up to take trivial damage somehow?
In a sense. I game him an Abyssal Bloodclaw Staff : take the "+" in dmg when you cast a spell (no choice), but you deal "+" x2 extra dmg (x3 when using in 2 hands.) It is a "cursed" item - cursed as in you don't control it, but really... when would you not use it? It also has the obvious effect of constantly triggering
hellish rebuke.
Initially, it was to increase the party's dps (and just make everything blow up constantly as he has the feats that create a burst around a cursed target that dies (as a boon), the feat that makes bloodied proc as 0hp for boons, AND the one that gives a 5 fire dmg to a target when he deals the "second" damage of
hellish rebuke -
so much hellfire!) And it's been a blast! (ah!)
However, I'm trying to speed play a bit and we often forget the
hellish proc and I'd like to make the power easier to use. And avoid the "oh, yeah. I forgot, that dude takes 27 more dmg. Ok, he'd be dead then. Oh, and that would cause those two to take 5. That one was cursed, so it bursts when it bloodies. So that one there also takes 5. Ok... I think that's it. No, wait. That one over there takes 5 also when I took damage. And it was cursed so it bursts when it bloodies... etc." It's my fault, if it's anyone's, but it is now distracting from the fun for everyone (the 'lock player included) so it's time for a change.
Options floating in my head (
not mutually exclusive) :
(all effects added when struck/damaged on the next attack BEoNT against the offender)
- straight dmg boost
- add ongoing dmg
- add area dmg
- add a push
- add a knock down
- curse dmg doubled
- add debuff-status (blinded, -2 to hit, etc.)
- increase crit-range
- increase accuracy (bonus to hit, "advantage", etc.)
- something else