One of our house rules to make the critical hit more FUN is that the hit never does less damage than the maximum of a normal hit. (so a crit with a dagger will always do at least 4hp + bonuses rather than a potential roll of two 1's)
Someone elses idea but I liked it: On a critical hit, instead of two, roll only one dice and add the maximum of the first. Pretty much same as yours. For example: On a longsword critical hit, roll 1d8+8.
I do! First, of it's a crit threat (single roll of nat 20) I already guarantee it's doing max damage, (for the weapon, not any extra magical effects), if it's a confirmed crit (a second roll good enough to hit) then it gets another dice roll of damage added. If the second dice roll beats the AC by 4, it's usually an added effect based on the weapon type (limb removal for slashing, bones broken for bludgeoning so they can't use that arm to lift weapon or shield, or stand if leg, serious piercing wound that might cause sucking chest wound or nerve damage to make the enemy's rolls take penalty). If the roll beats it by 8, something even more dynamic happens, like the creature is thrown into another enemy, damaging both, grant a free cleave or something like that.
Now if the player rolls a second nat 20, regardless of other stuff, if I can justify in the encounter to insta-kill the enemy I will make it so, and so gruesome that the other enemies must make a wis save (DC is 10+the player's intimidate skill, trained or untrained) to be shaken or flee. I will also make a note of the weapon and how the action occurred (enemy, encounter type, how much hurt the player had taken, or damage dealt, stuff like that, whatever jumps out about how the player employed the weapon)
when i get enough of this for a single weapon, I consult my notes and decide on some abilities or even flaws. I slowly turn the weapon into an artifact, without letting the player know. Even if it was a mundane weapon, it doesn't show under a "detect magic" spell until I'm ready for it to manifest.
To be honest this has only successfully happened ONCE in any of my campaigns, and my players don't know I do this. But I had it manifest in battle, in a time of need, creating a major turning point. The weapon would flash blindingly, and change appearance to fit the abilities.
The cleric of the party convinced the player it was an act of his deity. it was just DM magic.
This may be more involved than most like, but this is based on the "Good Hits & Bad Misses" article by Carl Parlagreco circa 1980 in The Dragon. I've updated it to 5E from Paizo's 3.xE update that appeared in the Dragon Compendium hardbound book from 11 years ago or so. Table 1 for Slashing Weapons is included below. I have been using these charts since the late '80's with an advantage to the PCs by biasing their chances of a critical versus a monster/bad guy. In all these years, only one PC has ever suffered the "save or die" fate of the high percentile rolls.
Difonix Table Rule 1: Critical Hits & Misses
Upon rolling a natural 20 on a d20 attack roll, the player needs to confirm whether the attack is a critical hit. For Player Characters, roll a d30 and apply the same modifiers to the roll as was done with the original d20 roll. If the subsequent d30 result meets or exceeds the Armour Class of the target, a critical hit results. Consult DTR1: Table 1 – 4 below. If the d30 result is less than the target AC, the natural 20 is a standard hit albeit at maximum for the weapon damage die. For DM controlled monsters, roll a d20 to confirm critical hits unless the adversary is a “boss” fight warranting the additional threat to the PC’s welfare by using a d30 to confirm criticals.
All specific results are “Critical multiplier +1” in addition to the specific result.
DTR1: Table 1 – Slashing Weapon Critical Hit Result
D% Result
01 - 31 Standard critical for weapon type.
32 - 62 Critical multiplier +1.
63 - 64 Apply critical damage to shield or armour; if not armoured, critical multiplier +1.
65 - 69 Helm removed, ear injured (removed if damage exceeds 20 points), Disadvantage on Wisdom (Perception) checks for 1d4 hours, stunned for 1d6 rounds if fail Constitution Saving Throw, DC equal to damage dealt.
70 Larynx slashed, voice lost for 1d4 hours unless Constitution Saving Throw is made, DC equal to damage dealt.
71 - 73 Eye injured, Disadvantage on Wisdom (Perception) checks for 1d4 hours. The eye is destroyed unless a Constitution Saving Throw is made, DC equal to half of the damage dealt.
74 Knee is gashed, -10-feet to movement rate for 1d4 hours. Leg is removed if damage exceeds 50 points.
75 - 76 Knee ligaments are severed, -20-feet to movement rate until magically healed. Leg is removed at the knee if damage exceeds 40 points.
77 Hip injury, -10-feet to movement rate for 1d4 hours. Foot is removed if damage exceeds 30 points.
78 Achilles tendon injury, -30-feet to movement rate until magically healed.
79 Fingers injured, all Dexterity checks are at Disadvantage for 1d4 hours if hands are used in the check. Potentially a finger is shortened unless a Constitution Saving Throw is made, DC equal to the damage dealt. For each 5 points that the save is failed, one additional finger is shortened.
80 - 81 Off-arm-wrist is injured. Off-hand attacks are at Disadvantage. No shield can be wielded for 1d4 hours.
82 Off-arm-elbow is injured. Off-hand attacks are at Disadvantage. A shield cannot be wielded until magically healed.
83 - 85 Off-arm-shoulder is slashed deeply, no off-hand attacks, no shield use until magically healed.
86 Primary wrist injured, Disadvantage on attack rolls for 1d4 hours.
87 Primary elbow injured, Disadvantage on attack rolls for 1d4 hours. The primary arm cannot be used unless a Constitution Saving Throw is made, DC equal to half of the damage dealt.
88 Primary shoulder slashed, the arm cannot be used unless a Constitution Saving Throw is made, DC equal to the damage dealt.
89 Abdominal injuries, an additional 3d10 hit points damage is dealt.
90 Chest injuries, an additional 3d12 hit points damage is dealt.
91 Abdominal injuries, an additional 5d10 hit points damage is dealt.
92 Chest injuries, an additional 5d12 hit points damage is dealt.
93 Abdominal injuries, an additional 7d10 hit points damage is dealt, intestines are spilt from the wound.
94 Chest injuries, an additional 7d12 hit points damage is dealt, lung seperated, Constitution Saving Throw DC equal to half the damage dealt or incapacitated until healed magically.
95 Abdominal injuries, an additional 9d10 hit points damage is dealt, kidney severed, intestines spilt from the wound, Constitution Saving Throw DC equal to half the damage dealt or incapacitated until healed magically.
96 Chest injuries, an additional 9d12 hit points damage is dealt, lung separated and heart perforated, Constitutional Saving Throw DC equal to damage dealt or incapacitated until healed magically.
97 Throat cut, DC 15 Constitution Saving Throw or die, 3d20 hit points damage on successful saving throw.
98 Throat cut, DC 19 Constitution Saving Throw or die, 5d20 hit points damage on successful saving throw.
99 Possible decapitation, DC 23 Constitution Saving Throw or die, 7d20 hit points damage on successful saving throw.
100 Possible decapitation, DC 26 Constitution Saving Throw or die, 9d20 hit points damage on successful saving throw.
Someone elses idea but I liked it: On a critical hit, instead of two, roll only one dice and add the maximum of the first. Pretty much same as yours. For example: On a longsword critical hit, roll 1d8+8.
That's what I do and it works really well. The guaranteed extra damage is a nice and it guarantees that a critical hit doesn't feel boring. Because, there's nothing worse than great axe wielding barbarian dealing 2 damage with 2d12 when the dagger wielding rogue has a 75% chance to deal that or more with 1d4.
Obviously this favors the use of bigger stronger weapons, but honestly it's 5% of the time and it's only a few more points above the average roll (1.5 for a d4, 2.5 for a d6, 3.5 for a d8, 4.5 for a d10, and 5.5 for a d12) and for only one of the dice (or 2 if using a greatsword/maul).
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I've been waiting unti my next session to use this chart. For me the strength here is that there is a bit more that describes what the fumble or crit LOOKS like.
"You are able to maneuver towards your opponent while attacking and harass them."
Which for me is a welcome change, and some new ways to describe what is going on without using phrases like, "Damn son! You dun hit that dude HARD." or when the fumble happens and everyone is rolling poorly.
"Ummm...you stabbed yourself in the foot."
"That's the third time I've stabbed myself in the foot in this combat encounter, how many feet do I have left? Am I missing toes?"
Can we not get a crit rule that just multiplies the original dice rolls on the attack by 2? Seems pretty standard practice in a lot of games...
That is just a normal crit...
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Can we not get a crit rule that just multiplies the original dice rolls on the attack by 2? Seems pretty standard practice in a lot of games...
That is just a normal crit...
A normal crit isn't doubling the dice rolls by rules. It's rolling double the attack dice on a hit. For example, if you crit with a greataxe, it would be 2d12 + Strength modifier and not the usual 1d12 + Strength modifier.
A lot of tables usually do just double the damage though.
One of our house rules to make the critical hit more FUN is that the hit never does less damage than the maximum of a normal hit. (so a crit with a dagger will always do at least 4hp + bonuses rather than a potential roll of two 1's)
Anybody else do any fun critical hit things?
Fun fact you don't know. D&d 4th edition Critical hits said they did maximum weapon damage (+ mods) on top of whatever bonus the magic weapon gave. (Magic weapons added additional damage dice per level of enhancement on crits and went up to +6). So a +6 Longsword would do (max 8) + Mods + (6d8) slashing damage on a crit.
I love the idea of slowly turning exceptional-performing weapons into artefacts. I am so stealing that! I'll also take it the other way - if someone has a weapon which never hits, I might make it cursed!
Can we not get a crit rule that just multiplies the original dice rolls on the attack by 2? Seems pretty standard practice in a lot of games...
That is just a normal crit...
A normal crit isn't doubling the dice rolls by rules. It's rolling double the attack dice on a hit. For example, if you crit with a greataxe, it would be 2d12 + Strength modifier and not the usual 1d12 + Strength modifier.
A lot of tables usually do just double the damage though.
I misunderstood them. They were a bit confusing in their wording.
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
On a critical hit I like to max the weapons base damage and then roll the crit damage rather than doubling the die. eg if you were striking with a long sword versatile the crit damage would be 10 + 1d10 rolled + mod spells dont roll any extra die but the damage is maxed eg. 3rd lvl inflict wounds is 5d10 so would be 50 damage
Are we going to see the Crit damage on the dice roller able to be selected the same as what the likes of foundry and beyond 20 allow us to do, giving DMs the ability to select their own formula for crit damage
On a critical hit I like to max the weapons base damage and then roll the crit damage rather than doubling the die. eg if you were striking with a long sword versatile the crit damage would be 16 + 2d8 rolled + mod spells dont roll any extra die but the damage is maxed eg. 3rd lvl inflict wounds is 10d10 so would be 100 damage
Are we going to see the Crit damage on the dice roller able to be selected the same as what the likes of foundry and beyond 20 allow us to do, giving DMs the ability to select their own formula for crit damage
Almost certainly no.
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
On a critical hit I like to max the weapons base damage and then roll the crit damage rather than doubling the die. eg if you were striking with a long sword versatile the crit damage would be 16 + 2d8 rolled + mod spells dont roll any extra die but the damage is maxed eg. 3rd lvl inflict wounds is 10d10 so would be 100 damage
Are we going to see the Crit damage on the dice roller able to be selected the same as what the likes of foundry and beyond 20 allow us to do, giving DMs the ability to select their own formula for crit damage
I am a bit puzzled by what you describe here.
Max base damage for a longsword in 2 hands would be 1d10+10+mod. 3rd level Inflict Wounds would be 5d10 damage.
I play the very common "Max the damage dice, then roll the dice again" so the 3rd level Inflict Wounds would deal 50+5d10 damage in my system, but wouldn't it be 50 damage in yours?
I was tired when I wrote this you are correct Inflict wounds would maxed at 50 damage, as would all spells other wise if you max damage then roll die again spells can get super OP but you get the idea, in foundry you can select the formula in which you set your crit rolls
better rolls for 5e is the mod eg.Max base dam,roll crit dam Roll base dam, max crit dam Max base dam,max crit dam standard roll double dice no extra damage
which I think is a cool feature, and would love to see something similar in DnD beyond
I have a homebrew rule that I don't see anybody else ever using - I don't let monsters crit at all, only players. I may increase their base damage to compensate, but the idea is to make damage (against players) less spikey and overall more predictable (I'm also a fan of using average damage when it comes to monsters). No crits means no sudden downs or deaths, and instead players know (more or less) how many hits they can take from any given monster, which puts the outcome a little more in their hands instead of the hands of Lady Luck. Mostly my players like this change.
Doesn’t that take some of the suspense and risk out of combat?
and storywise...the DRAMA! It's personally kinda fun to scramble with the unexpected. (but you know each person has their own flavor of fun...i like mine spicy)
One of our house rules to make the critical hit more FUN is that the hit never does less damage than the maximum of a normal hit. (so a crit with a dagger will always do at least 4hp + bonuses rather than a potential roll of two 1's)
Anybody else do any fun critical hit things?
Someone elses idea but I liked it: On a critical hit, instead of two, roll only one dice and add the maximum of the first. Pretty much same as yours. For example: On a longsword critical hit, roll 1d8+8.
I do! First, of it's a crit threat (single roll of nat 20) I already guarantee it's doing max damage, (for the weapon, not any extra magical effects), if it's a confirmed crit (a second roll good enough to hit) then it gets another dice roll of damage added. If the second dice roll beats the AC by 4, it's usually an added effect based on the weapon type (limb removal for slashing, bones broken for bludgeoning so they can't use that arm to lift weapon or shield, or stand if leg, serious piercing wound that might cause sucking chest wound or nerve damage to make the enemy's rolls take penalty). If the roll beats it by 8, something even more dynamic happens, like the creature is thrown into another enemy, damaging both, grant a free cleave or something like that.
Now if the player rolls a second nat 20, regardless of other stuff, if I can justify in the encounter to insta-kill the enemy I will make it so, and so gruesome that the other enemies must make a wis save (DC is 10+the player's intimidate skill, trained or untrained) to be shaken or flee. I will also make a note of the weapon and how the action occurred (enemy, encounter type, how much hurt the player had taken, or damage dealt, stuff like that, whatever jumps out about how the player employed the weapon)
when i get enough of this for a single weapon, I consult my notes and decide on some abilities or even flaws. I slowly turn the weapon into an artifact, without letting the player know. Even if it was a mundane weapon, it doesn't show under a "detect magic" spell until I'm ready for it to manifest.
To be honest this has only successfully happened ONCE in any of my campaigns, and my players don't know I do this. But I had it manifest in battle, in a time of need, creating a major turning point. The weapon would flash blindingly, and change appearance to fit the abilities.
The cleric of the party convinced the player it was an act of his deity. it was just DM magic.
it could be worse, you could be on fire.
This may be more involved than most like, but this is based on the "Good Hits & Bad Misses" article by Carl Parlagreco circa 1980 in The Dragon. I've updated it to 5E from Paizo's 3.xE update that appeared in the Dragon Compendium hardbound book from 11 years ago or so. Table 1 for Slashing Weapons is included below. I have been using these charts since the late '80's with an advantage to the PCs by biasing their chances of a critical versus a monster/bad guy. In all these years, only one PC has ever suffered the "save or die" fate of the high percentile rolls.
Difonix Table Rule 1: Critical Hits & Misses
Upon rolling a natural 20 on a d20 attack roll, the player needs to confirm whether the attack is a critical hit. For Player Characters, roll a d30 and apply the same modifiers to the roll as was done with the original d20 roll. If the subsequent d30 result meets or exceeds the Armour Class of the target, a critical hit results. Consult DTR1: Table 1 – 4 below. If the d30 result is less than the target AC, the natural 20 is a standard hit albeit at maximum for the weapon damage die. For DM controlled monsters, roll a d20 to confirm critical hits unless the adversary is a “boss” fight warranting the additional threat to the PC’s welfare by using a d30 to confirm criticals.
All specific results are “Critical multiplier +1” in addition to the specific result.
DTR1: Table 1 – Slashing Weapon Critical Hit Result
D% Result
01 - 31 Standard critical for weapon type.
32 - 62 Critical multiplier +1.
63 - 64 Apply critical damage to shield or armour; if not armoured, critical multiplier +1.
65 - 69 Helm removed, ear injured (removed if damage exceeds 20 points), Disadvantage on Wisdom (Perception) checks for 1d4 hours, stunned for 1d6 rounds if fail Constitution Saving Throw, DC equal to damage dealt.
70 Larynx slashed, voice lost for 1d4 hours unless Constitution Saving Throw is made, DC equal to damage dealt.
71 - 73 Eye injured, Disadvantage on Wisdom (Perception) checks for 1d4 hours. The eye is destroyed unless a Constitution Saving Throw is made, DC equal to half of the damage dealt.
74 Knee is gashed, -10-feet to movement rate for 1d4 hours. Leg is removed if damage exceeds 50 points.
75 - 76 Knee ligaments are severed, -20-feet to movement rate until magically healed. Leg is removed at the knee if damage exceeds 40 points.
77 Hip injury, -10-feet to movement rate for 1d4 hours. Foot is removed if damage exceeds 30 points.
78 Achilles tendon injury, -30-feet to movement rate until magically healed.
79 Fingers injured, all Dexterity checks are at Disadvantage for 1d4 hours if hands are used in the check. Potentially a finger is shortened unless a Constitution Saving Throw is made, DC equal to the damage dealt. For each 5 points that the save is failed, one additional finger is shortened.
80 - 81 Off-arm-wrist is injured. Off-hand attacks are at Disadvantage. No shield can be wielded for 1d4 hours.
82 Off-arm-elbow is injured. Off-hand attacks are at Disadvantage. A shield cannot be wielded until magically healed.
83 - 85 Off-arm-shoulder is slashed deeply, no off-hand attacks, no shield use until magically healed.
86 Primary wrist injured, Disadvantage on attack rolls for 1d4 hours.
87 Primary elbow injured, Disadvantage on attack rolls for 1d4 hours. The primary arm cannot be used unless a Constitution Saving Throw is made, DC equal to half of the damage dealt.
88 Primary shoulder slashed, the arm cannot be used unless a Constitution Saving Throw is made, DC equal to the damage dealt.
89 Abdominal injuries, an additional 3d10 hit points damage is dealt.
90 Chest injuries, an additional 3d12 hit points damage is dealt.
91 Abdominal injuries, an additional 5d10 hit points damage is dealt.
92 Chest injuries, an additional 5d12 hit points damage is dealt.
93 Abdominal injuries, an additional 7d10 hit points damage is dealt, intestines are spilt from the wound.
94 Chest injuries, an additional 7d12 hit points damage is dealt, lung seperated, Constitution Saving Throw DC equal to half the damage dealt or incapacitated until healed magically.
95 Abdominal injuries, an additional 9d10 hit points damage is dealt, kidney severed, intestines spilt from the wound, Constitution Saving Throw DC equal to half the damage dealt or incapacitated until healed magically.
96 Chest injuries, an additional 9d12 hit points damage is dealt, lung separated and heart perforated, Constitutional Saving Throw DC equal to damage dealt or incapacitated until healed magically.
97 Throat cut, DC 15 Constitution Saving Throw or die, 3d20 hit points damage on successful saving throw.
98 Throat cut, DC 19 Constitution Saving Throw or die, 5d20 hit points damage on successful saving throw.
99 Possible decapitation, DC 23 Constitution Saving Throw or die, 7d20 hit points damage on successful saving throw.
100 Possible decapitation, DC 26 Constitution Saving Throw or die, 9d20 hit points damage on successful saving throw.
We all leave footprints in the sands of time.
Obviously this favors the use of bigger stronger weapons, but honestly it's 5% of the time and it's only a few more points above the average roll (1.5 for a d4, 2.5 for a d6, 3.5 for a d8, 4.5 for a d10, and 5.5 for a d12) and for only one of the dice (or 2 if using a greatsword/maul).
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I've been waiting unti my next session to use this chart. For me the strength here is that there is a bit more that describes what the fumble or crit LOOKS like.
"You are able to maneuver towards your opponent while attacking and harass them."
Which for me is a welcome change, and some new ways to describe what is going on without using phrases like, "Damn son! You dun hit that dude HARD." or when the fumble happens and everyone is rolling poorly.
"Ummm...you stabbed yourself in the foot."
"That's the third time I've stabbed myself in the foot in this combat encounter, how many feet do I have left? Am I missing toes?"
Can we not get a crit rule that just multiplies the original dice rolls on the attack by 2? Seems pretty standard practice in a lot of games...
That is just a normal crit...
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
A normal crit isn't doubling the dice rolls by rules. It's rolling double the attack dice on a hit. For example, if you crit with a greataxe, it would be 2d12 + Strength modifier and not the usual 1d12 + Strength modifier.
A lot of tables usually do just double the damage though.
Fun fact you don't know. D&d 4th edition Critical hits said they did maximum weapon damage (+ mods) on top of whatever bonus the magic weapon gave. (Magic weapons added additional damage dice per level of enhancement on crits and went up to +6). So a +6 Longsword would do (max 8) + Mods + (6d8) slashing damage on a crit.
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I love the idea of slowly turning exceptional-performing weapons into artefacts. I am so stealing that! I'll also take it the other way - if someone has a weapon which never hits, I might make it cursed!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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https://sterlingvermin.files.wordpress.com/2016/09/critical-hits-revisited.pdf
This is a crit table with different results with damage types. It includes spell crits.
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I misunderstood them. They were a bit confusing in their wording.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
On a critical hit I like to max the weapons base damage and then roll the crit damage rather than doubling the die. eg if you were striking with a long sword versatile the crit damage would be 10 + 1d10 rolled + mod spells dont roll any extra die but the damage is maxed eg. 3rd lvl inflict wounds is 5d10 so would be 50 damage
Are we going to see the Crit damage on the dice roller able to be selected the same as what the likes of foundry and beyond 20 allow us to do, giving DMs the ability to select their own formula for crit damage
Almost certainly no.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
I am a bit puzzled by what you describe here.
Max base damage for a longsword in 2 hands would be 1d10+10+mod. 3rd level Inflict Wounds would be 5d10 damage.
I play the very common "Max the damage dice, then roll the dice again" so the 3rd level Inflict Wounds would deal 50+5d10 damage in my system, but wouldn't it be 50 damage in yours?
I was tired when I wrote this you are correct Inflict wounds would maxed at 50 damage, as would all spells other wise if you max damage then roll die again spells can get super OP but you get the idea, in foundry you can select the formula in which you set your crit rolls
better rolls for 5e is the mod
eg.Max base dam,roll crit dam
Roll base dam, max crit dam
Max base dam,max crit dam
standard roll double dice
no extra damage
which I think is a cool feature, and would love to see something similar in DnD beyond
I have a homebrew rule that I don't see anybody else ever using - I don't let monsters crit at all, only players. I may increase their base damage to compensate, but the idea is to make damage (against players) less spikey and overall more predictable (I'm also a fan of using average damage when it comes to monsters). No crits means no sudden downs or deaths, and instead players know (more or less) how many hits they can take from any given monster, which puts the outcome a little more in their hands instead of the hands of Lady Luck. Mostly my players like this change.
Doesn’t that take some of the suspense and risk out of combat?
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and storywise...the DRAMA! It's personally kinda fun to scramble with the unexpected. (but you know each person has their own flavor of fun...i like mine spicy)
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