Mustrum_Ridcully
Legend
No, actually the point is - it's always "unfair" for the PCs.Very true... The key to making this work is having the same "crit/fumble effect table" used for PCs and Mobs, otherwise its just unfair

That is why the critical hit rules basically don't apply as usual in 4E. PCs get all kind of bonuses on critical hits, plus maximized damage. NPCs get only maximized damage. This is a significant difference and it will become more apparant at higher levels.
That doesn't mean you can't or should not do this, of course. Some people are okay with these extra risks or actually want it. I kinda think that NPC critical hits are too weak at higher levels, I wouldn't mind adding an extra 1d10 (paragon) or 2d10 (epic) of damage. But they don't need the +6d12 damage potential player characters have.
It just means you get the same number of critical hits as anyone else. (That 20 that hit you? It would also have hit the Rogue). It changes the expected relative damage values for high AC a little, but it is not a strong effect.My fighter winds up out front, facing the melee attackers, which more often than not attack AC .. so I've got a bunch of "buffs" to AC, whether magical armor, powers from weapons, feats, paragon path buffs, etc. So, it literally gets to a point where a lot of monsters hit me on, say, an 18+. Now, I'm still trying to draw as many attacks as possible, and I'm only getting hit, what, 15% of the time? ... But when I do get hit, 33% of the time its a critical.