D&D 5E Crits - Damage plus effect?

Markn

First Post
It seems to me that maximizing damage is a pretty dull way of perceiving crits in D&D? Throughout the editions, the game has encouraged extra benefits on critical 1s and 20s for skills/proficiency checks and what have you. Why not have these little extras in combat too?

What if each class could do some unique effects with a crit?

Fighters could attempt a free disarm/blind/trip check.
Wizards could enhance the spell effect further or product some other beneficial effect for the wizard.
Rogues could gain an additional move action, or bonus to AC for the round or impose an additional penalty on the enemy.
Clerics could enhance the spell effect further or product some other beneficial effect for the cleric, or enhance the undead turning range or put a more powerful effect on the undead.

Additionally, since the game is giving more and more options for additional targets, maybe a crit is only counted on the initial target (in case of a cleave), or 1 person in the spell effect.
 

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Yeah I enjoy the more "fun" critical hit rules too. And I do recall them saying that there will be some more robust (optional) critical hit rules in the final game. I still remember some of those optional crit rules in 1e and 2e which were... pages long. They broke it down into separate charts for P/S/B weapons.
 

I remember them too! I've been pretty uninspired so far in how crits have worked so I hope you are right about "fun" crits showing up eventually.
 

It seems to me that maximizing damage is a pretty dull way of perceiving crits in D&D?
I agree with you. From what I've read, combats last rounds. When you think about it, most characters will not score a critical hit in most combats. So when they do, they should do something more than a mere +5 damage or whatnot.

What if each class could do some unique effects with a crit?

Fighters could attempt a free disarm/blind/trip check.
Wizards could enhance the spell effect further or product some other beneficial effect for the wizard.
Rogues could gain an additional move action, or bonus to AC for the round or impose an additional penalty on the enemy.
Clerics could enhance the spell effect further or product some other beneficial effect for the cleric, or enhance the undead turning range or put a more powerful effect on the undead.

Additionally, since the game is giving more and more options for additional targets, maybe a crit is only counted on the initial target (in case of a cleave), or 1 person in the spell effect.
I don't know how much unique the effect should be. I'd rather use existing mechanics.

Upon scoring a critical hit with a weapon:
* Fighter may apply a maneuver for free to this attack. He may spend any of his MDD, even if he spent them this turn.
* Rogue may apply a rogue talent for free, even if he doesn't know it. With assassinate and sneak attack, the effect is immediate. With artful dodger and slippery target, the effect is not immediate and must be used before rogue's next turn and only against the creature that was critically hit.
* Monk may apply any of her ki abilities without spending a daily use.
* Cleric and wizard use normal rules for critical hits with weapons.

Upon scoring a critical hit with a spell:
* Cleric may apply effects of any channel divinity she knows without spending a daily use. If the effect is positive, it affects cleric only. If the effect is negative, it affects target only.
* Wizard may apply effects of any metamagic effect he knows without spending a daily use, or he may choose not to spend spell's slot.
 

Critical tables was one of the coolest features. Actually i still use these charts to my session. They are too fun to abandon them. :)
 

I like creative things happen on a crit only, however, I think it should be limited to certain spells, or perhaps have ways to "upgrade" spells to deal additional special effects. Polymorph crit(or critical failure): Polymorph is permanent..can only be undone by Wish or wish-like spell...whatever you turn into...you are also puce in color.
 

After reading this thread I started thumbing through the old Player's Option Crit Rules - now those were comprehensive. :cool:
 

If there are to be options that can be applied with a crit, I would like there to be some way for a character to increase the likelihood of crits or to choose which options can apply. In other words, I'd like to see players build a (semi-)rational strategy around that possibility.
 


It should be strictly a modular option, because it's an unnecessary complication. It's the perfect example of something that "fixes" something which is boring for some gaming groups, and "breaks" it for other gaming groups which are not interested and were totally fine with simple rules for this.

Also, if it applies to both the PC and the monsters, it makes the combat more swingy and lethal, which can be good or bad depending on the group's preferences. If it applies to the PC only, there is no increase in lethality but some gaming groups are going to hate it because it would feel unfair and inconsistent for them.

So once again, it's a pretty good idea, but only if strictly optional.
 

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