Lanefan
Victoria Rules
Criticals should be just that - critical. As in, combat-changing.Critical hits should always be an event, and few things suck worse than getting a critical and then rolling one extra point of damage. Plus, the current rule is needlessly complicated. Just double all the damage from the attack, including bonuses. The math on it is complicated because there are a ton of variables, but in general we are only talking about a 2-3% DPR increase to classes that make a lot of attack rolls, so there actually won't be a huge impact on overall balance, and I think the fun factor plus design elegance make the change worth it.
Thoughts?
Given that, they should also be fairly rare. Having them happen on average once per 20 attacks is IMO much too common.
The answer is to add in a confirm roll, with that second roll giving results on a sliding scale ranging from "nothing extra" on a low-to-mid roll to "fasten your seat belts" on a second 20.
And we can then argue all day about what goes where on that confirm-roll sliding scale .

(and at the other end, fumbles should also work the same way)