Xeviat
Dungeon Mistress, she/her
Hi everybody!
Gearing up to start my first 5.5 game, and I'm gathering up my houserules (someone else us running a vanilla game, I'm the homebrewer in the group). I draw on a lot of prior editions and A5E in my games, and I started looking at Critical Hits.
I've never liked 5E's "double the dice, not the modifier" method of Critical Hits. Rolling 2 1's on Critical damage feels bad. But just max damage from 4E is kind of boring. And then there as 3E, with Critical threat making us roll over again.
So why not mix them all? Here's my Critical hit variant: Dynamic Critical Hits.
Generally, this shouldn't result in too many more dice rolls, as you don't roll damage if the second attack roll misses (you just get bonus damage). Max damage is close to double dice, just slightly lower (specifically, average damage on double dice is +0.5 higher than max damage per die; 2d8 is 9 vs 8, 4d6 is 14 vs 12), but it adds in the potential for exploding damage (which can be fun).
But what's the math look like? Let's compare a basic fighter and see how it works out.
65% to hit, 1d8+5 damage (1d8 weapon, 16 stat, duelist style)
Core: 6.4
Dynamic: 6.6675
So it is only a small boost in damage, but I think it will prove to be more fun.
If I just had Critical Hits be double damage across the board, that would be 6.65, so still in the same ballpark.
What do you think?
Gearing up to start my first 5.5 game, and I'm gathering up my houserules (someone else us running a vanilla game, I'm the homebrewer in the group). I draw on a lot of prior editions and A5E in my games, and I started looking at Critical Hits.
I've never liked 5E's "double the dice, not the modifier" method of Critical Hits. Rolling 2 1's on Critical damage feels bad. But just max damage from 4E is kind of boring. And then there as 3E, with Critical threat making us roll over again.
So why not mix them all? Here's my Critical hit variant: Dynamic Critical Hits.
VARIANT: DYNAMIC CRITICAL HITS
When you roll a 20 on an attack roll, you score a Critical Hit. Rather than rolling for damage, a Critical Hit deals maximum damage and then you repeat the attack against the same target. If the second attack roll Hits the target's AC, roll damage and add it to the Attack's total damage. If the second attack roll is a 20, the Critical Hit deals double maximum damage.
Generally, this shouldn't result in too many more dice rolls, as you don't roll damage if the second attack roll misses (you just get bonus damage). Max damage is close to double dice, just slightly lower (specifically, average damage on double dice is +0.5 higher than max damage per die; 2d8 is 9 vs 8, 4d6 is 14 vs 12), but it adds in the potential for exploding damage (which can be fun).
But what's the math look like? Let's compare a basic fighter and see how it works out.
65% to hit, 1d8+5 damage (1d8 weapon, 16 stat, duelist style)
Core: 6.4
Dynamic: 6.6675
So it is only a small boost in damage, but I think it will prove to be more fun.
If I just had Critical Hits be double damage across the board, that would be 6.65, so still in the same ballpark.
What do you think?