
You swing wildly with your weapon, using all of your adrenaline and strength. An all or nothing swing: You either utterly fail or absolutely succeed.
Your critical success range is quadrupled, but your critical fail range increases to match it.
Examples.
- A critical success range of 20 and a critical fail range of 1 increases to a critical success range of 17-20 and a critical fail range of 1-4
- A critical success range of 19-20 and a critical fail range of 1 increases to a critical success range of 13-20 and a critical fail range of 1-8.
- A critical success range of 18-20 and a critical fail range of 1 increases to a critical success range of 9-20 and a critical fail range of 1-12.
On an overlap of critical success and critical fail (i.e. a roll of 12 on a success range of 9-20 and fail range of 1-12), there are three options (DM's discretion):
- Both a critical success and critical fail (i.e. You swing your sword so hard that, while it does critical damage, your sword gets stuck in your enemy and you no longer are holding it)
- Roll 1d2 to determine success (i.e. you rolled 11 and so flipped a coin to determine whether or not you succeeded on the knowledge check)
- DM appointed limit to critical ranges, keeping them from overlapping
This feat stacks with other feats that modify critical range and applies after the other feats and class/race abilities (i.e. if you have the Champion Fighter's Improved Critical ability, then your critical range increases from Improved Critical first, then is affected by Absolutely Reckless, increasing your critical range first to 19-20, then increasing that to 13-20.)
Note: If you play with the common houserule of critical successes on skill checks, this feat applies to that as well. Similarly for any houserolls that permit criticals for any other type of roll.
Previous Versions
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Great idea, needs work. A LOT of work.
What're your recommendations and what needs more work? I would be very happy for suggestions on how to improve this.
First - Remove any possibility for overlapping crit ranges. These are a pain for the DM to adjudicate and Players will ALWAYS argue their side.
Second - Ensure crit ranges can't exceed three on either end. This already breaks bounded accuracy. Going to fifty percent odds is absurd. If that's the goal, just make it a coin toss with a set major downside and limited uses.
Third - Remove crits on skill checks. This just exacerbates the issue of "Forest Gump-level Barb succeeds where Einstein-level Wizard fails."
Fourth - Allow DEX or STR. You know some deranged Rogue or drunken Monk wants this.
Ah, some very fair points! I will make sure to take these into account when making my next rendition. Thank you very much!