I’m running my first home brew campaign, and one of the players is a halfling sorcerer, who somehow has yet to roll a 1, but I’m realizing how dynamic critical rolls are in creating camaraderie among the players. There is a consequence in our house rules for a critical fail, usually something comical and minor, based on a d4 roll (for melee, eg 1-drop weapon, 2-1damage to oneself, 3-1 damage to another player, 4-no effect, but big whiff) Regardless of the consequence, I’ve noticed when a player rolls a 1, it results in at least a comic moment, and often a bonding moment. Another player might use an action to pick up the dropped weapon and toss it back before using their bonus action, the player who rolled a 1 might focus healing on the player they injured, with all appropriate apologies, etc. Rolling a 1 is a total bummer, but it is a great narrative tool. I feel like our halfling sorcerer is actually missing out (should they ever actually roll a 1!) and I’m curious what others think about replacing the Lucky reroll with a 2 (or even 2 and 3) and allowing a halfling to critically fail on a 1. Also I kind of hate a crit on a 19, but there’s no fighter in our group, so I’ll let it go :)
Thanks for your input. That’s a creative way of looking at it. I can see opportunities for describing before the re-roll, or better yet having the player describe, how they overcome the fumble. I guess since I play with close friends, everyone is hanging on a players roll, like at a craps table, and their reaction to a 1 or a 20 is such an emotional high or low in the session. Maybe we play more for the game and the story, as we’re really not video game or action movie people. Good thing to consider moving forward, thanks!
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I’m running my first home brew campaign, and one of the players is a halfling sorcerer, who somehow has yet to roll a 1, but I’m realizing how dynamic critical rolls are in creating camaraderie among the players. There is a consequence in our house rules for a critical fail, usually something comical and minor, based on a d4 roll (for melee, eg 1-drop weapon, 2-1damage to oneself, 3-1 damage to another player, 4-no effect, but big whiff) Regardless of the consequence, I’ve noticed when a player rolls a 1, it results in at least a comic moment, and often a bonding moment. Another player might use an action to pick up the dropped weapon and toss it back before using their bonus action, the player who rolled a 1 might focus healing on the player they injured, with all appropriate apologies, etc. Rolling a 1 is a total bummer, but it is a great narrative tool.
I feel like our halfling sorcerer is actually missing out (should they ever actually roll a 1!) and I’m curious what others think about replacing the Lucky reroll with a 2 (or even 2 and 3) and allowing a halfling to critically fail on a 1.
Also I kind of hate a crit on a 19, but there’s no fighter in our group, so I’ll let it go :)
anyone have thoughts on this?
it is a bit of a power boost but it seems like a great idea go for it
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Thanks for your input. That’s a creative way of looking at it. I can see opportunities for describing before the re-roll, or better yet having the player describe, how they overcome the fumble. I guess since I play with close friends, everyone is hanging on a players roll, like at a craps table, and their reaction to a 1 or a 20 is such an emotional high or low in the session. Maybe we play more for the game and the story, as we’re really not video game or action movie people. Good thing to consider moving forward, thanks!