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WhosDaDungeonMaster
Guest
Thank you for presenting the math in a more easily functional format.
I'm surprised the increase in average damage isn't that large.
I had been toying with the notion of replacing the natural 20 crit with exploding weapon damage, and people have warned me that the difference would be quite significant because the maximum value of a damage die will pop up more often than a natural 20.
Armed with this knowledge I might just attempt to swap natural 20 crits with exploding damage dice.
It could be quite a bit depending on what you need to hit on the attack roll.
Take the d6 above, for instance. With a natural 20 critical adding on average 3.5 damage, your expected increase for a d6 attack is 0.175 (3.5 * 1/20).
Think about the exploding d6 with an average of 4.2. This is an increase of 0.7 (4.2 - 3.5), but that assumes you are always hitting.
If you hit only on a 16 - 20 (0.25), then the expected increase is the same, that is 0.175 (0.7 x 0.25).
If you need 17 or higher, the exploding dice results in less of an increase.
However, if you hit on a 15 or lower, the exploding dice method would result in higher critical damage, on average.
Say, if a 11 or higher is needed, the expected increase is 0.35 (0.7 x 0.5), or double the natural 20 critical.
If the higher and more often critical damage doesn't bother you, go for it, as it isn't a bad idea. For me, however, it would slow things down because people would be rolling 6's, 8's, 10's, etc. for the exploding die damage than they would the natural 20.