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Anyone use instant kill criticals?
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<blockquote data-quote="dvvega" data-source="post: 38359" data-attributes="member: 524"><p>I've been using the variant 20, 20, hit from the DMG for the last year that I have been running my campaign with 3 different groups.</p><p></p><p>It has never come up in the countless hours we have played. Yes a double 20 has been rolled, however the follow through has never resulted in a hit. Players start cheering when that second 20 comes up and all wait expectantly for the third roll. But never has it happened.</p><p></p><p>I do have a house rule in effect though regarding -10 hps. You stay at your negative hit point total for a full round of actions. If you reach -10 you cannot stabilise on -10, so you have to be saved by someone else. This adds to the tension of a combat.</p><p></p><p>Of course with the super kill option, I have a super fumble option.</p><p>Roll 1, 1, miss and you're going to regret it miserably.</p></blockquote><p></p>
[QUOTE="dvvega, post: 38359, member: 524"] I've been using the variant 20, 20, hit from the DMG for the last year that I have been running my campaign with 3 different groups. It has never come up in the countless hours we have played. Yes a double 20 has been rolled, however the follow through has never resulted in a hit. Players start cheering when that second 20 comes up and all wait expectantly for the third roll. But never has it happened. I do have a house rule in effect though regarding -10 hps. You stay at your negative hit point total for a full round of actions. If you reach -10 you cannot stabilise on -10, so you have to be saved by someone else. This adds to the tension of a combat. Of course with the super kill option, I have a super fumble option. Roll 1, 1, miss and you're going to regret it miserably. [/QUOTE]
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Anyone use instant kill criticals?
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