D&D 5E Critical Hits and damage - What do you do?


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Draegn

Explorer
I have a chart the player rolls on. Can get from 2x-6x damage, or inflict lingering effects.

Players before meeting Harold Halfman, thought he was a dwarf. No, just an unlucky adventurer who lost so many bits and bobs of flesh that he earned the moniker halfman.
 



J-H

Hero
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.
We've been doing this, but applied to enemies as well. Crits are pretty meaningful.
I started playing at a FLGS (now closed) and that's where it came from.
Since my players are high level (18), crits are getting time-consuming. Critical smite with artifact sword means the paladin is rolling 1d6+8+d8(imp smite)+2d12(sword)+xd8 (smite). Now he has to figure out the max total and then also roll and add that up.

In the future I'm going to switch to just "roll your total damage, and double it."
 

Inchoroi

Adventurer
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?
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.
 


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.
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.
 


Blue

Ravenous Bugblatter Beast of Traal
Obligatory funny critical hit story: Back in AD&D 2nd we rotated DMs to a new campaign and the new DM had a critical hit chart he wanted. We were all like "sure, let's go for it".

So we create dudes and our first session was basically us getting shanghai'd (sp?) by a pirate with an airship (FR, well pre-Eberron). He was going to do a whole work-up-the-ranks-as-a-pirate thing. Okay, no problem. One of the characters challenged him to one on one combat. Now, we're 1st level and this guy is like 10th (which is a huuuge gap in AD&D 2nd). The captain figures it's the quickest way to get the new recruits in line is to show them he's boss so he agrees. First round of combat my friend's PC get a critical hit. So we roll on the chart. And I think it was a "really good, go roll on this other chart". Long story medium, we cut off the pirate king's leg. And then proceeded to kill him.

Sooo, DM is like "cool!". The crew assumes the guy who beat the campaitn is a badd-ass and obeys him. We find ourselves decked out in magic items way past our level that were coveted by many, with an airship that every country would love to have for trade or military reasons, with a crew that is unsure about us and we have to keep convincing through deeps that we are the meanest and toughest beings to walk the seven ..., well clouds.

Completely not the campaign the DM had planned, but what a great start. All flipped because of a single crit in the first attack roll of the campaign.
 

Eltab

Lord of the Hidden Layer
We do this: Add the max that your dice could roll, plus static mods, plus roll the dice.

Someday somebody at our table will create a Paladin/Rogue, set up the Sneak Attack conditions, roll a crit, and add a Smite -
and one powerful monster will die instantly.
 

doctorbadwolf

Heretic of The Seventh Circle
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?
Max the normal dice, roll the extra dice.

Doesn’t change the floor or ceiling, but ensures at worst a pretty good roll.
 



Shiroiken

Legend
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".
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.
 




An (infinitely-capable) d4 deals less average damage than a d6. 🤷‍♂️
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.
 

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