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D&D 5E Critical hit allows called shot?

I'm sure I'm not the first to have this idea but a quick search of the forum didn't lead to any matches, so here goes...

Thinking about called shots lead me to the idea that a critical hit should allow the attacker to say what their hit does.

For example a critical hit on a cyclops might wreck its eye giving it disadvantage on attacks (because it can't see).

Or for a multi-limbed creature it might sever one of its limbs.

Of course monsters with crits against PCs would have a similar opportunity, though I might make it more broken limbs/blinding etc giving some disadvantage on movement or attacks.

Double damage by itself (especially when a combat is just starting out) can seem a bit underwhelming, perhaps this is too much? :)
Lots of systems try this.
One idea might be allowing you to swap out extra dmg for a condition check.

Pick a few conditions that maje sense and let crits choose one of them in place of damage.

All would need vet process for balance. Does this favor twf vs two handers or bows by giving more rolls? Does it disfavor spellers more?

However, i am not a fan of (very opposed to) further empowering the die ( Locking more and more cool stuff into dumb luck and away from character and concept ) so it goes against one of my core principles for design.
 

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I'm not sure I'd allow something like this and include the damage. But I might let a PC trade the critical hit damage for an effect, like winging a dragon and taking it down to the ground, or knocking the sword out of an enemy's hand. Both together could make the landing of a critical something that utterly overwhelms in a fight.
 

Thinking about called shots lead me to the idea that a critical hit should allow the attacker to say what their hit does.

For example a critical hit on a cyclops might wreck its eye giving it disadvantage on attacks (because it can't see).

I think that's too much, especially when applied to monsters (like the cyclops) where so much power is vested in that one body part.

I'd be inclined to let players trade the extra damage for a chance at a called shot - you get an immediate free attack against the same target (all the same modifiers and AC apply), and if that hits then you score the called shot.

I would also be inclined to do as 5ekyu says, and provide a list of conditions that the called shot can apply (until the next Short Rest), rather than leaving it open ended. But... I would also allow the player to propose some other effect, and if it seems comparable then allow it.
 

However, i am not a fan of (very opposed to) further empowering the die ( Locking more and more cool stuff into dumb luck and away from character and concept ) so it goes against one of my core principles for design.

I can see that, though I also think that narrative surprises are also great and rolling a nat-20 is a narrative surprise (we never know when it's going to happen) and it should dramatically affect the situation I think :)
 

I'd be inclined to let players trade the extra damage for a chance at a called shot - you get an immediate free attack against the same target (all the same modifiers and AC apply), and if that hits then you score the called shot.

I hear what you're saying but I don't want players to feel cheated out of their crit. It's just as easy for a nat-1 to come up after all. So I'd prefer Ralif's choice of condition or damage - that way the player has a real choice rather than a gamble.
 

If I implemented this I would have it run in both directions, with crits having extraordinary effects on PCs as well as monsters. In any case there are plenty of opportunities to put various types of conditions on monsters without broadening the Critical mechanic. I can see in some cases you might have certain 'baked in' weaknesses on a given monster that trigger when a crit or some other action triggers it. But as a general practice, it seems like something that would be unbalancing.
 

I would like the "trade the extra damage for an effect." Not just conditions, either, but you'd have to make up a balanced table, too. Any of the "in place of an attack action" would be good: push, grapple, disarm. Maybe blinded or deafened for one round? Depending on the strength of the effect, a second contest roll would be required, but part of the fun of a crit is having it automatically happen.
 

I agree that damage is boring, but chopping off limbs is probably too much. Perhaps something like...

Blind (Con save to end)
prone
fear (Wis save to end)
Can't take reactions (Con save to end)

*With the save DC equal to the damage delt, or something similar.
 

I can see that, though I also think that narrative surprises are also great and rolling a nat-20 is a narrative surprise (we never know when it's going to happen) and it should dramatically affect the situation I think :)
Imo the d20 roll already has 1-20 narrative surprises, or at least three (miss, hit, crit) and as far as what narrative help i need from plastic bounces thats enough.

I see more fun at my table coming from character based choices and results.

Random can of course also be valuable in setting scene, i use cards, but for action play and solutions and results, i want more of the cool stuff they do to not be in the bouncey plastic.

In our history, our stories of " man remember when..." never hinge on "bouncies" but on choices and ideas...

Remember that time when...

"the barbarian stabbed finale with arrow of demon slaying she had been carrying for two years? The look on your face..."

"the gnome lassoed the orc, who laughed, until the gnome handed the rope to the giant strength dwarf? The look on your face..."

"The hafling with levitation boots jumped off the ledge and taunted the giant in the wall of fog after the stun wore off. Yup the giant couldnt see the ground and stepped off the ledge going after that gnome he hayed so much."

Etc...

But to be clear, this is a preference and principle that works for me... Characters and Choices over Dice, so i dont empower dice with locked cool stuff.

If i wanted to add this kind of thing, it would be as an alternate attack option, like grapple or shove and work out details along those lines.

But thats me.
 
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For example a critical hit on a cyclops might wreck its eye giving it disadvantage on attacks (because it can't see).

The thing is, there are already features that do this, like battlemaster dice. If you allow anyone to do this on a critical then it removes the utility of those classes.

Hit Points are really abstract already. They don't really model wounds or fatigue or injury; just a number. If number > 0 then fight else out of combat.
 

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