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The "Faster Features" Variant (+)
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<blockquote data-quote="DND_Reborn" data-source="post: 8111192" data-attributes="member: 6987520"><p>Oh, I am sure we will. My online group has agreed to be our play-testers and they understand we have a "campaign" but I change some things up every once in a while.</p><p></p><p>For example, our current rule on critical hits is we removed double-damage-dice and instead allow the attacker an immediate "free" attack as part of the same action. For the flavor, variety, and fun, we are not requiring it to be the same target as the first hit, nor does it have to be the same weapon, but the target of the free attack must be within your reach/range. In addition, whenever a creature is hit with a natural 20, they have to make a concentration check or gain a level of exhaustion.</p><p></p><p>We've been using this variant rule for critical hits for <em>weeks</em> now and everyone loves it. The downside to some, is that features like smites and sneak attacks which grant addition damage dice on an attack aren't doubled. The upside is you don't have "wasted" damage because the target only had 2 HP left and you crushed it for 30 points. But this is a feature of the rule, not a bug. When we had PCs doing over 150 points of damage on a critical hit, it was time to make some changes...</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8111192, member: 6987520"] Oh, I am sure we will. My online group has agreed to be our play-testers and they understand we have a "campaign" but I change some things up every once in a while. For example, our current rule on critical hits is we removed double-damage-dice and instead allow the attacker an immediate "free" attack as part of the same action. For the flavor, variety, and fun, we are not requiring it to be the same target as the first hit, nor does it have to be the same weapon, but the target of the free attack must be within your reach/range. In addition, whenever a creature is hit with a natural 20, they have to make a concentration check or gain a level of exhaustion. We've been using this variant rule for critical hits for [I]weeks[/I] now and everyone loves it. The downside to some, is that features like smites and sneak attacks which grant addition damage dice on an attack aren't doubled. The upside is you don't have "wasted" damage because the target only had 2 HP left and you crushed it for 30 points. But this is a feature of the rule, not a bug. When we had PCs doing over 150 points of damage on a critical hit, it was time to make some changes... [/QUOTE]
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