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<blockquote data-quote="CleverNickName" data-source="post: 9523386" data-attributes="member: 50987"><p>To encourage creative play, I've implemented a couple of different rules that trigger on an attack roll of nat20 or nat1. They are:</p><p></p><p><strong>Extra damage, or extra cool?</strong></p><p>If a player (or monster) rolls a nat20 on an attack roll, they have the option to either deal extra damage as per the crit rules, or deal<em> normal </em>damage and also do "something cool," as defined by the player. Maybe they want to blind the enemy until the end of its next turn, maybe they want to end its concentration, maybe they want to knock it prone or switch places with it, I encourage them to get creative. Sure, I have to make sure it stays balanced-- but that's not hard.</p><p></p><p>Most of the time, the player wants the extra damage. But damage ain't all that... at least a couple times per gaming session, I get something cool (last game it was "... and I kick him backwards into the campfire!") And I try to do it at least once per gaming session with my monsters, if the dice cooperate.</p><p></p><p><strong>Hit anyway, but with a cost. </strong></p><p>If a player (or one of my monsters) rolls a nat1, I give them a choice. They can either take the miss, as normal, or they can turn that miss into a hit if they pay a consequence in return. They choose the consequence, and I make sure it's balanced and interesting... they hit, but they also fall prone. Or they hit, but they lost their concentration. They hit, but they got sand in their eyes and are blinded until the end of their next turn. That sort of thing. I trust my players to choose appropriate consequences, and they trust me to keep it fun and fair.</p><p></p><p>Most of the time, the players are content to just take the miss. But every now and then, they <em>really needed</em> that hit and the dice "blessed" them with a nat1. And like above, I try to do this with my own monsters at least once per session, if the dice cooperate.</p><p></p><p>Both of these house rules are absolutely loved at my table.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9523386, member: 50987"] To encourage creative play, I've implemented a couple of different rules that trigger on an attack roll of nat20 or nat1. They are: [B]Extra damage, or extra cool?[/B] If a player (or monster) rolls a nat20 on an attack roll, they have the option to either deal extra damage as per the crit rules, or deal[I] normal [/I]damage and also do "something cool," as defined by the player. Maybe they want to blind the enemy until the end of its next turn, maybe they want to end its concentration, maybe they want to knock it prone or switch places with it, I encourage them to get creative. Sure, I have to make sure it stays balanced-- but that's not hard. Most of the time, the player wants the extra damage. But damage ain't all that... at least a couple times per gaming session, I get something cool (last game it was "... and I kick him backwards into the campfire!") And I try to do it at least once per gaming session with my monsters, if the dice cooperate. [B]Hit anyway, but with a cost. [/B] If a player (or one of my monsters) rolls a nat1, I give them a choice. They can either take the miss, as normal, or they can turn that miss into a hit if they pay a consequence in return. They choose the consequence, and I make sure it's balanced and interesting... they hit, but they also fall prone. Or they hit, but they lost their concentration. They hit, but they got sand in their eyes and are blinded until the end of their next turn. That sort of thing. I trust my players to choose appropriate consequences, and they trust me to keep it fun and fair. Most of the time, the players are content to just take the miss. But every now and then, they [I]really needed[/I] that hit and the dice "blessed" them with a nat1. And like above, I try to do this with my own monsters at least once per session, if the dice cooperate. Both of these house rules are absolutely loved at my table. [/QUOTE]
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