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D&D (2024) 5.5 Nat 20/CritHit Rule in play

Peter BOSCO'S

Adventurer
I’d also note that it leaves a little more room mechanically for rogues to either do something else cool on a crit, or to have a limited use ability to nova that is more in the player’s hands.

The rule by itself does frankly need the already wonky assassin into the dirt. Even if you play exactly as an assassin needs to get the most out of its subclass, you will barely be doing more damage than any other rogue. In fact, a swashbuckler with mage slayer or sentinel probably does more damage.

Definitely a fixable problem, but it does mean I won’t be making any assassin rogues for playtesting until there is a playtest rogue!

I’d love it if rogues get a “when you crit, the attack can deal sneak attack damage even if the attack didn’t qualify for it” and in tier 2, “when you crit, choose from one of these [3, 4 at most] effects”, one of which is to move a short distance and hide or make an attack, another of which might be to slow the target if it survives, and another could simply be some sort of damage buff.

At tier 3 at latest, IMO rogues should add “make a single weapon attack” to cunning action. Maybe combine this with crit effects, and make one of the options just “use cunning action without using your bonus action”.


I’m glad I read this post now, before running my first playtest session for this UA.

Yeah tbh I always encouraged only smiting on a crit, because IME it meant Paladin players used spell slots more out of combat, but this might get us there even better.

I’ll also say, I think if the cleric is going to have access to all divine spells, I think the Paladin should get some benefit when they hit with an attack that deals extra damage from a spell they cast, like adding their Cha to the damage or something. Paladins should be the best at smiting, even when it’s via spells others can also cast, IMO.
If you use the "Steady Aim" feature from Tasha's, then Rogues will have advantage whenever they want, as long as they are willing to have a Speed of zero. This is what makes the L7 Half Elf Rogue with Elven Accuracy a kill-bot in the game I am running.
 

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Raith5

Adventurer
I think getting advantage on a 20 only becomes a big deal if there is a general reduction in the ways you can get advantage. There are too many easy ways to get advantage. My rouge scout with steady aim never has to worry about it!
 

OB1

Jedi Master
I’d love it if rogues get a “when you crit, the attack can deal sneak attack damage even if the attack didn’t qualify for it” and in tier 2, “when you crit, choose from one of these [3, 4 at most] effects”, one of which is to move a short distance and hide or make an attack, another of which might be to slow the target if it survives, and another could simply be some sort of damage buff.
They could also give sneak attack a specific exception in the rule itself. Either "When a sneak attack hits due to a nat20, roll the sneak attack damage twice." or "When a sneak attack hits due to a nat20, add 2 points of damage per Rogue level to the damage roll."

Not sure either is 'needed' based on the results I saw in play, but I wouldn't be surprised to see something like this in the Rogue class playtest.
 

OB1

Jedi Master
Session 2 Playtest Results - Spelljammer campaign, Level 5 PCs

Same adventuring day as session 1, party still had 2 Inspirations from the previous session, and got 2 more from skill checks before a fight when one of the PCs engaged some NPCs on the Spelljammer ship to play poker and got lucky with 2 Nat20s on three rolls. Was the PC "Inspiration Fishing'? Maybe a little, but it made sense in the context of the game, got him to role-play with the NPCs, and provided an awesome moment at the virtual table.

Early in the fight, the monsters had nearly 60 points of Critical damage wiped out by the new rule on three Crits in the span of 5 attacks. Half the party would have been down in the first round of combat. Instead, they were just badly injured and able to fight back through some very good tactics.

The party filled up on inspiration the next round (on Ranger and Fighter crits), which reminded them to start spending it more often. The rogue used it to get sneak attack when he wouldn't otherwise, and got another critical (14 points of damage lost, which wouldn't have been enough to take the enemy out) then used it again the next turn so he could disengage with his bonus and still sneak attack the enemy. He's quickly come to the conclusion the the versatility of having inspiration for sneak attack outweighs the lost damage from his Crits.

The paladin has yet to Crit on an attack, and this time used Ispiration + Thundering smite to blow an enemy off the deck of the ship and into Wildspace when she had the enemy near the side. This actually turned the fight, by effectively eliminating a target that was at full HP and had a beefy attack.

In 2 sessions, reliable inspiration for the PCs feels like it is opening up the game to a variety of new combat tactics, while preventing a few random rolls from derailing the action (either in the PCs favor or against it). All 4 PCs ended the fight in single digit HP, and though they still had 2 pcs with inspiration, were very grateful for a long rest after.
 

Mistwell

Crusty Old Meatwad (he/him)
Musician will come into play there too, the ability to start a few people off with Inspiration at the start of the day may mitigate that impulse.
And Musician recharges on a short rest, so it can be extended further.

Which is a tad odd, given they're looking for ways to reduce short rests to healing only.
 






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