While that is a buff, it's kind of a boring one.You just said you won't allow 1s to be auto fails and 20s to be auto successes other than for attack rolls. So when a character rolls a saving throw that requires a 10 and they have a +9 bonus to it they can't fail. And if a another character tries to recall knowledge about an obscure piece of knowledge that a more knowledgeable character failed at with a DC of 22, this character with only a +1 to their score can't succeed.
They give inspiration now.
I do like mechanics that allow for bonus successes to be used in multiple ways.Maybe critical hits should do something more interesting than more damage, such as debuffing enemies or indirectly buffing allies. This might be a good place to put things that normally you need to be a Battlemaster to accomplish.
Yeah, something similar to Legend of the Five Rings where you can turn success into a variety of advantages would be nice.I do like mechanics that allow for bonus successes to be used in multiple ways.
But…when I play D&D I appreciate the (over?)simplification.
I don't think it would be terribly complicated to provide a few simple options.Yeah, something similar to Legend of the Five Rings where you can turn success into a variety of advantages would be nice.
I don't think it would be terribly complicated to provide a few simple options.
"On a critical hit you may choose to a) double your damage dice, b) knock your target prone, c) shove your target 5 feet away from you, or d) cause your target to drop an item they are holding." It literally doesn't need to be any longer that that since all of those terms are defined elsewhere.
That's exactly what the new inspiration mechanic does. Once gained, the PC now get's to choose when to use it for maximum advantage. For example, the Rogue in my party used the advantage he gained on a Nat20 hit to get sneak attack on an enemy he wouldn't have been able to otherwise (he needed to use his bonus action to dash into range and there were no allies around the enemy). Or a wizard might use it in combination with a leveled spell attack to make it more likely that the spell slot won't be wasted on a miss.Yeah, something similar to Legend of the Five Rings where you can turn success into a variety of advantages would be nice.
But the problem here is that Crits are so unreliable as to be useless for strategy. All of those abilities sound great, but a PC can't count on them happening when they need it to. With Inspiration, the PC get's to choose when to use it for maximum advantage. And with it being able to be passed around once one character has advantage, it's much more reliable as a feature. One character may not Nat20 for a whole session, but could get inspiration several times because another player is rolling lucky.I don't think it would be terribly complicated to provide a few simple options.
"On a critical hit you may choose to a) double your damage dice, b) knock your target prone, c) shove your target 5 feet away from you, or d) cause your target to drop an item they are holding." It literally doesn't need to be any longer that that since all of those terms are defined elsewhere.
I'm not sure how that is relevant. You can still use your action to do all those other things. The whole point was to make crits more interesting.But the problem here is that Crits are so unreliable as to be useless for strategy. All of those abilities sound great, but a PC can't count on them happening when they need it to.