beancounter
(I/Me/Mine)
Thanks Guys! A lot of great ideas!
That's what we do. But only one dice is maxed. So a 4d6+4 sneak attack would become 4d6+4+6+3d6. Otherwise sneak attacks and certain cantrips become a bit much!Max normal damage and roll any other extra dice. I want crits to be dramatic.
We've been doing this, but applied to enemies as well. Crits are pretty meaningful.In our group, we max all the dice, then we roll all the dice over again and add that to the first number. This applies to heroes only.
I run it as-is, except that I use a (modified) lingering injuries that can crop up after a natural 20. The player (be it me the DM for a monster, or the PC's player) rolls a d20 and on an 11 or higher, there's a lingering injury.As a player, nothing knocked the wind out of my sails more than scoring a crit and then rolling really low damage.
So, as a DM, I give my players 2 options:
1. Roll as you normally would and take whatever the dice gods give you.
2. Accept automatic half damage.**
** So, if a player can roll a 2d8 with a sword attack after scoring a crit, automatic half damage in this example would be 8 hit points. (Excluding any other modifiers)
So, do you have any house rules for critical hit? What are they?
Get rid of the critical "hit" and go to critical damage!So, do you have any house rules for critical hit? What are they?
I tried this houserule in a campaign and found out really quickly that an Oath of Vengeance Paladin can deal an absolutely absurd amount of damage with it.This gets really ugly with in cases with multiple dice.
Spell attacks are the biggest in this category. Inflict Wounds does 30+3d10 damage - that's instadeath for every 1st level character. Adn will drop most characters of much higher level even from full.
Rogues, who already are going for advantage so have a higher chance of scoring a crit, about 9% per hit. A 5th level rogue would be adding 18+3d6 sneak attack to their normal weapon damage. Paladins with the ability to chose after knowing if it's a crit to add a divine smite, and what level divine smite, also see significant benefit from it. And no one is complaining that paladins and rogues are too low in damage.
Max the normal dice, roll the extra dice.As a player, nothing knocked the wind out of my sails more than scoring a crit and then rolling really low damage.
So, as a DM, I give my players 2 options:
1. Roll as you normally would and take whatever the dice gods give you.
2. Accept automatic half damage.**
** So, if a player can roll a 2d8 with a sword attack after scoring a crit, automatic half damage in this example would be 8 hit points. (Excluding any other modifiers)
So, do you have any house rules for critical hit? What are they?
Instead of rolling twice as many dice?I run it by the book: roll all of the attack’s damage dice twice.
Well, I meant instead of doubling the result on one die, but touchéInstead of rolling twice as many dice?
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Something I pushed for in the playtest was to have a crit be maximum damage, followed by another attack roll (similar to 3E's confirmation roll). If the next roll hit, you added rolled damage to the maximum damage. If the next roll was a crit (1/400 chance), you did max damage twice.We do it by the book.
But I did like the 4e approach, where a crit was automatically max damage - nice and simple, but also avoiding that "low damage letdown".
Not for me. Makes d4 way too powerful.Get rid of the critical "hit" and go to critical damage!
Whenever you maximum on a damage die (also healing dice), roll another die and add it. Continue as long as you keep rolling maximum on a die.
It works much better IMO.
Unless you have special rules for criticals, it really doesn't.Not for me. Makes d4 way too powerful.
yes. But it "crits" 25% of the time. Whereas a d10 only crits 10% of the time. It's about appearances and the feeling, not the actual numbers. Criting even 10% of the time is way too often for me. Its not special.An (infinitely-capable) d4 deals less average damage than a d6.![]()