Mercurius
Legend
In my last game session, one of the characters rolled a 1 so I had him roll another attack roll: He rolled a 1 again. I figured that the 1-in-400 chance was too good to miss so I determined that he (or she, his character) had stabbed him (her) self in the thigh for max damage, although without the backstabbing bonus.
The reason for the 2nd roll is that I have been a bit underwhelmed with critical hits (and fumbles): max damage hardly seems all that exciting. So what I'm playing with is a quick-and-easy ad hoc system whereby if a player rolls a natural 20 (or 1) they re-roll; a "miss" means just the usual critical hit, max damage; a second hit against the target AC means double max damage; a second critical would be triple, with a third roll, and so it would continue, like so:
Critical Hit, 1st Roll
Natural 20 - Max damage, roll again
Critical Hit, 2nd Roll
Miss against target AC - max damage
Hit against target AC - 2 x max damage
2nd natural 20 - 3 x max damage, roll again
Critical Hit, 3rd Roll
Miss against target AC - 3 x max damage
Hit against target AC - 4 x max damage
3rd natural 20 - 5 x max damage, roll again, etc
Alternative I was thinking of capping it at the 3rd roll, with three natural 20s in a row--considering there is only a 1-in-8,000 chance of happening--being 10 x max damage.
Something similar for "Critical Fumbles":
Critical Fumble, 1st Roll
Natural 1 - Miss, drop weapon
Critical Fumble, 2nd Roll
Hit - Miss, drop weapon
Miss - Miss, damage on self or friend
Natural 1 - max damage on self or friend, roll again
Critical Fumble, 3rd Roll
Hit - done
Miss - 2 x max damage on self or friend
Natural 1 - 3 x max damage on self or friend, roll again
What do you think? Do you have any good (simple) house rules for critical hits and fumbles?
The reason for the 2nd roll is that I have been a bit underwhelmed with critical hits (and fumbles): max damage hardly seems all that exciting. So what I'm playing with is a quick-and-easy ad hoc system whereby if a player rolls a natural 20 (or 1) they re-roll; a "miss" means just the usual critical hit, max damage; a second hit against the target AC means double max damage; a second critical would be triple, with a third roll, and so it would continue, like so:
Critical Hit, 1st Roll
Natural 20 - Max damage, roll again
Critical Hit, 2nd Roll
Miss against target AC - max damage
Hit against target AC - 2 x max damage
2nd natural 20 - 3 x max damage, roll again
Critical Hit, 3rd Roll
Miss against target AC - 3 x max damage
Hit against target AC - 4 x max damage
3rd natural 20 - 5 x max damage, roll again, etc
Alternative I was thinking of capping it at the 3rd roll, with three natural 20s in a row--considering there is only a 1-in-8,000 chance of happening--being 10 x max damage.
Something similar for "Critical Fumbles":
Critical Fumble, 1st Roll
Natural 1 - Miss, drop weapon
Critical Fumble, 2nd Roll
Hit - Miss, drop weapon
Miss - Miss, damage on self or friend
Natural 1 - max damage on self or friend, roll again
Critical Fumble, 3rd Roll
Hit - done
Miss - 2 x max damage on self or friend
Natural 1 - 3 x max damage on self or friend, roll again
What do you think? Do you have any good (simple) house rules for critical hits and fumbles?