How do YOU crit?

How do you as a DM, or groups that you play with usually do crits (any version)?

  • (dice + modifiers) x multiplier

    Votes: 13 37.1%
  • dice multiplied + modifiers multiplied

    Votes: 12 34.3%
  • use critical tables

    Votes: 1 2.9%
  • Both 1 and 3 (damage multiplied + crits)

    Votes: 1 2.9%
  • Both 2 and 3 (dice and mods multiplied + crits)

    Votes: 1 2.9%
  • Something else (please explain)

    Votes: 7 20.0%

radmod

First Post
READ THIS FIRST

Edit: I didn't realize I wrote this wrong. Option 2 is meant to be:
(multiplier number of dice) + modifiers multiplied.


This probably should be in the house rules section, but it's not really introducing a house rule.

I'm just curious: how do you as a DM, or groups you play with usually do crits (regardless of version)?

These are some of the ones I've seen:
(Dice + modifiers) x multiplier?
Dice multiplied + modifiers multiplied?
Just Crit Tables?
Combinations of the above?
Something else (please explain)?

Separate question: Do you do stacking crits (e.g. a crit followed by a crit on confirm means +1 multiplier, or something like that)?
 
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Roll your damage normally, then multiply by the modifier. I'd allow someone to just roll extra dice and multiply their modifiers, but nobody's ever asked me to.

We used to do stacking critical with natural 20s only, but I never allowed it when I started DMing. We had a problem player that liked to cheat, he got 5x as many natural 20s every week as any other player. He's not playing with us anymore but I know the best way to stop any future players from cheating is not to give intensive to cheat.
 

(Dice+ Modifiers)+(Dice +Modifiers) (if it is x2)

No stacking crits or anything like that... (except critical death/instant kill :heh: )

edit: also most DMs will rule no exp for instant kills, and an other wise rule was instant jump to -8 hp...
 
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Roll your weapon damage normally, then multiply by the modifier. If its a natural 20 then we use a "crit chart". Roll a d100 to see where the hit landed then find out severity.
 

Roll all the dice (so a crit with a x3 weapon that does d8 base damage means roll 3d8) and add the non dice bonus damage, multiplied (following the example, you'd triple it), then add any extra dice damage once. I'm not sure which option is represented by that.
 

Roll all the dice (so a crit with a x3 weapon that does d8 base damage means roll 3d8) and add the non dice bonus damage, multiplied (following the example, you'd triple it), then add any extra dice damage once. I'm not sure which option is represented by that.
This. And I'm not sure, either, so I voted "Something else."
 

I should add, while I personally don't use it, and actually rather hate and despise it, most groups I've played with have some variation of "If you roll a nat 20, then roll a nat 20 to confirm, roll again and if you hit, the target is killed outright." I can't remember the last game I played in where that wasn't the rule, it's so common IME.
 

Our DM uses these cards with random effects on them whenever someone crits. Also, we ignore critical confirmation; a crit is a crit, period.
 


'Roll all the dice (so a crit with a x3 weapon that does d8 base damage means roll 3d8) and add the non dice bonus damage, multiplied (following the example, you'd triple it), then add any extra dice damage once. I'm not sure which option is represented by that.'

What Streamofthesky said...


I don't personally much care for elaborate crit tables....Critical hits are by nature skewed AGAINST the PCs not for them. Overall, the monsters generally get a lot more attacks against the PCs then vice versa. So those cool explosive 'instant death' charts and whatnot have a higher chance of killing the PCs.
 

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