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D&D 5E Critical Hit Question


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I use the Paizo crit deck too, but with a couple of additional rules:
- Players can choose to either do double damage or draw a crit card on natural 20. This exists mostly to make the game faster and sometimes you want consistently more damage instead of a special effect. (e.g. against mooks)
- I, as the DM, usually draw a card because it's more fun.
- The wounds (including ability score damage) you get from the hits can be healed by resting three days and making a successful DC 15 Constitution check. This is basically just an expansion of the PHB downtime rule for recovering from disease etc.

On a natural 1 the player can choose to draw a fumble card AND get an inspiration point for it, but this is optional.
 



It may not be exciting in and of itself, but if a critical hit maximizes all of the first dice and then roll the extra dice as normal (e.g. a critical with a greatsword becomes 2d6 + 12 + modifiers instead of 4d6 + modifiers) would make your players more excited when they get one...

I've used this as a houserule (abut dont double or maximise SA, or smite or any add ons). Works better for us (albeit we have no assassin rogues).
 

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