From 2e to 3.5 we played with a house rule that damage (and healing) dice explode on a maximum roll, and keep going if you keep rolling maximum again. After years of doing this (and the math) I can say:
- Average damage is only slightly higher;
- Player's love the second way to get a critical ("just a normal hit, but I could roll a max on this damage dice now...") that keeps going, and going...;
- Players are more cautious (I've seen higher level character's pause before considering taking a volley of arrows from guards); and
- Combat is more tense, and slightly faster.
YMMV, but we loved this solution for its simplicity and fun. And we would still be playing it if we hadn't switched to a game (Dungeon World) without escalating HP.
With this house rule, Jon Snow is always in some danger.
- Average damage is only slightly higher;
- Player's love the second way to get a critical ("just a normal hit, but I could roll a max on this damage dice now...") that keeps going, and going...;
- Players are more cautious (I've seen higher level character's pause before considering taking a volley of arrows from guards); and
- Combat is more tense, and slightly faster.
YMMV, but we loved this solution for its simplicity and fun. And we would still be playing it if we hadn't switched to a game (Dungeon World) without escalating HP.
With this house rule, Jon Snow is always in some danger.