Jack Daniel
Legend
I don't even use critical hits, let alone critical fumbles. Perish the thought of a mechanic that turns otherwise tonally grounded campaigns into sudden Benny Hill sketches.
You might want to rethink that. The "rule" is if the DM calls for a roll, you roll. Period. Why? Because there may be factors you, as a player, are unaware of. What your modifier is really is not an issue.The "other rule" is that you don't need to roll unless the outcome is uncertain. That's in the core description of gameplay, in the basic rules document. If your modifier is within 1 point of the DC, then you don't need to roll, because the outcome isn't uncertain.
Yeah, real nice comment. Thanks for being a bit offensive.At my table we call rolling max damage (regardless of the to-hit roll) a "ghetto crit".
Ah, that's what you're talking about. Makes sense now. I'm sorry.Sigh... there is a variant rule (DMG p. 239)
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... which is what I was talking about.
This is no other rule that says if your modifier is high enough, you don't need to roll when otherwise a roll is called for. Sure, in some cases it might become academic, but nothing else says anything like, "If the DC is equal to your modifier to the roll minus 1, do not roll the 20 as your success is automatic."
The rule is that the DM doesn't call for a roll unless the outcome is uncertain. If the modifier is within one point of the DC, then you don't roll, because that is the mathematical definition of uncertainty under this system.You might want to rethink that. The "rule" is if the DM calls for a roll, you roll. Period. Why? Because there may be factors you, as a player, are unaware of. What your modifier is really is not an issue.