D&D (2024) Enhanced Critical Hits (Dynamic Critical Hits, WIP+)

It is a 1 in 400 chance to go beyond the normal critical hit. It affects both normally. Sure, creatures are always live or die blah blah blah but PCs heal and move on. Given the vast amount of HP creatures have, I wouldn't worry about it frankly.

When it happens, people will remember it. I know once I saw someone roll seven natural 20's in a row when we did confirmed exploding criticals in 3E. I doubt I'll never forget it. :)
The issue is players will fight 400 or more mooks in their journey and way more attack rolls are made toward them than others. Thus, if there's a chance of an errant arrow one shotting a PC, it'll happen.
 

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The issue is players will fight 400 or more mooks in their journey and way more attack rolls are made toward them than others. Thus, if there's a chance of an errant arrow one shotting a PC, it'll happen.
It isn't really an issue, though, because PCs also recover inbetween those fights, etc.

Between all 20 levels a PC will face a few hundred encounters IME, probably 1000-2000 attacks. So, if base damage is 1 or 2 dice, say 2d8+4 for an Ogre.

Normal crit damage for such an attack against a PC would be 4d8+4, so 22 dmg on average. This won't kill any but the lowest level of PCs, even though it might drop other PCs to 0 hp and put them at risk.

Now, allowing an exploding dynamic crit rarely has much impact, and other than low levels still won't result in a kill. At worst, the PC goes to 0 hp as usual.
 

It isn't really an issue, though, because PCs also recover inbetween those fights, etc.

Between all 20 levels a PC will face a few hundred encounters IME, probably 1000-2000 attacks. So, if base damage is 1 or 2 dice, say 2d8+4 for an Ogre.

Normal crit damage for such an attack against a PC would be 4d8+4, so 22 dmg on average. This won't kill any but the lowest level of PCs, even though it might drop other PCs to 0 hp and put them at risk.

Now, allowing an exploding dynamic crit rarely has much impact, and other than low levels still won't result in a kill. At worst, the PC goes to 0 hp as usual.
It’s not fun to have a random chance of dropping from full hp to 0.
 

It’s not fun to have a random chance of dropping from full hp to 0.
That is already the case. :P

An Ogre at CR 2 is a common enough foe at low levels, and with average criticial RAW damage of 22, will drop many 3rd or lower level PCs on a single critical. Sorry if that isn't "fun" for you or your players, but that's the game. ;)

The odds are so against it that, frankly speaking, I wouldn't care. If it does happen (extremely unlikely at higher levels), it creates a truly memorable moment. And of course, players find it awesome when they do it. :D
 

That is already the case. :p
Which isn’t an argument for more of it.
An Ogre at CR 2 is a common enough foe at low levels, and with average criticial RAW damage of 22, will drop many 3rd or lower level PCs on a single critical. Sorry if that isn't "fun" for you or your players, but that's the game. ;)
Again, not an argument for more of that.

The odds are so against it that, frankly speaking, I wouldn't care. If it does happen (extremely unlikely at higher levels), it creates a truly memorable moment. And of course, players find it awesome when they do it. :D
And many would. So what?
 

Which isn’t an argument for more of it.
It actually IS an argument for it. The risk of going to 0 hp, especially when full or near-full, at a time when you know it might happen more reasonably (like a BBEG critical hit) adds excitement to the game.

Again, not an argument for more of that.
It hardly ever happens as it is, so having a bit more of a chance of it happening increases the tension--which is part of the fun. So, yep, another argument for more of that.

And many would. So what?
And many wouldn't when the odds are so extreme. So... so what to your so what?

A PC might normally take 15 damage from a crit but takes 30 instead and is suddenly out of the fight for the moment!? Now the situation is more dangerous and the players have to work harder with the increased challenge.

And when a character takes out a stronger foe when they get really lucky, the group remembers it.

I mean, @Xeviat gave you a like on that post, so agrees with you it seems, so I'll let it rest, but I know a lot of players who enjoy the drama that our critical damage creates. And they idea of allowing dynamic criticals to explode will create a similar tension.
 

It is a 1 in 400 chance to go beyond the normal critical hit. It affects both normally. Sure, creatures are always live or die blah blah blah but PCs heal and move on.
Critical hit rules always favor monsters, not because monsters always live or die, but because monsters just make more attack rolls than player characters do, and therefore score more critical hits on average than players do.
 

Critical hit rules always favor monsters, not because monsters always live or die, but because monsters just make more attack rolls than player characters do, and therefore score more critical hits on average than players do.
Sorry, but I disagree completely. A party typically has 4 PCs, each making an attack of some sort. Many encounters IME have fewer oppontents, often only making a single (or two) attacks.

Given the wide range of numbers encountered, from solos to gangs, and more often PCs have additional damage potential in general, over all I say it is a wash--neither side has any real statistical "advantage" over the other when it comes to critical hit rules.

Consider our current group. We make seven attacks per round typically for 4 PCs (fighter TWF w/ extra attack for 3, paladin sword/board w/ extra attack for 2, rogue TWF for 2, cleric cantrip for 1--sometimes with spirtual weapon for 2). Most encounters, unless they have superior numbers, often get 4 to 8. And in our group we have smites and sneak attacks, features like rune knight fire shackles, etc. which all contribute to additional dice on those attacks, making the impact of "double dice" even greater than if it was only weapon damage. Now, we use critical damage, not hits on a 20, but it works to the same effect.

Does the RAW double dice critical hit rule favor monsters when PC have features like sneak attacks and smites?

Not IMO nor IME. If critical hits really favored monsters, they wouldn't be used in the game!
 

If critical hits really favored monsters, they wouldn't be used in the game!
Regardless of whether crits do or don’t favor monsters, I don’t agree with this. Crits exist because it feels like a natural 20 should be special. Most people don’t really put much thought into whether crits favor monsters or PCs, they just want something special and exciting to happen when they roll a natural 20. And the game designers know that, and they know that meeting that expectation is important, even though on paper it is better for the monsters (or even if it was).
 

It seems to me that there will be a lot more ways to gain advantage on attack rolls than there were in 2014 so I expect to see a lot more critical hits. (Maybe things will change with the new MM but probably not).

Also, the Champion works well now.

In 2014 I had a rule where one set of dice were maximized similar to this rule but no extra confirmation, just the regular roll as well. This maximization didn't apply to sneak attack, smites, or levelled spells.

All this to avoid the feeling from getting a crit and then rolling duds on damage.

I think if crits are a lot more common then maybe that won't be such a big deal so I'm going to play it as is for now.
 

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