(wisdom saving throws: 9, 7+2. 17, 15+2. 10, 8+2. 5, 3+2. OOC: the save dc was 10 and you said what happens if we roll between 1 and 8, but you didn't say what would happen if we get a 9)
It is the same rolls you had to make the previous rounds so I omitted some text for brevity. The DC is 10. If you fail to hit that, you fail the Saving Throw and must roll the 1d8 to see the consequence of that failure during your turn. I will resolve multiple failures.
1–4. You do nothing on your turn. 5–6. You take no action or Bonus Action and use all your movement to move in a random direction (determined by me). 7–8. You make a melee attack against a randomly determined creature (determined by me) within your reach or do nothing if you can’t make such an attack.
[nat 20! 15 damage assuming you just do double damage dice]
This is worth mentioning actually. Originally, the group decided to use RAW regarding Critical Hits.
Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal.
I had proposed what I call 'Epic Crits' as an alternative, where you only roll once but also add the highest value of the Attack (all dice) to that roll. For example, a Greatsword is 2d6 normally, so you roll that, and then add 12 to it (the highest value of the Attack). This would make the average much higher than normal Critical Hits and when you have multiple abilities included (like Sneak Attack or Smites), it would have created phenomenal damage.
The reason why the party at the time declined this offer was because I would also be using it with my monsters, but I am open to revisiting this alternative if this new party makeup all unanimously agrees to it.
[nat 20! 15 damage assuming you just do double damage dice]
This is worth mentioning actually. Originally, the group decided to use RAW regarding Critical Hits.
Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal.
I had proposed what I call 'Epic Crits' as an alternative, where you only roll once but also add the highest value of the Attack (all dice) to that roll. For example, a Greatsword is 2d6 normally, so you roll that, and then add 12 to it (the highest value of the Attack). This would make the average much higher than normal Critical Hits and when you have multiple abilities included (like Sneak Attack or Smites), it would have created phenomenal damage.
The reason why the party at the time declined this offer was because I would also be using it with my monsters, but I am open to revisiting this alternative if this new party makeup all unanimously agrees to it.
"Epic Crits" is normally how I do it as well in my own games. I'm fine either way. In this case, I used RAW rules for the damage I indicated (15 total) [side note, this serves as a good example of why some DMs like Epic Crits. It ensures a crit is indeed critical. My original damage roll was 3+4+3. I rolled 2+3 for additional damage, where as Epic Crit would have been an additional 8+8. So I did 15 instead of 26. Big difference.]
OOC: Ii also use eipc crits in my games. On the forums I can't really as there is no button for it on the roller. But for my person to person games I do. So many many times I've seen crits roll less than average and it really deflates a player when it happens.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
OOC: Ii also use eipc crits in my games. On the forums I can't really as there is no button for it on the roller. But for my person to person games I do. So many many times I've seen crits roll less than average and it really deflates a player when it happens.
(wisdom saving throws: 9, 7+2. 17, 15+2. 10, 8+2. 5, 3+2. OOC: the save dc was 10 and you said what happens if we roll between 1 and 8, but you didn't say what would happen if we get a 9)
It is the same rolls you had to make the previous rounds so I omitted some text for brevity. The DC is 10. If you fail to hit that, you fail the Saving Throw and must roll the 1d8 to see the consequence of that failure during your turn. I will resolve multiple failures.
1–4. You do nothing on your turn. 5–6. You take no action or Bonus Action and use all your movement to move in a random direction (determined by me). 7–8. You make a melee attack against a randomly determined creature (determined by me) within your reach or do nothing if you can’t make such an attack.
This is worth mentioning actually. Originally, the group decided to use RAW regarding Critical Hits.
Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal.
I had proposed what I call 'Epic Crits' as an alternative, where you only roll once but also add the highest value of the Attack (all dice) to that roll. For example, a Greatsword is 2d6 normally, so you roll that, and then add 12 to it (the highest value of the Attack). This would make the average much higher than normal Critical Hits and when you have multiple abilities included (like Sneak Attack or Smites), it would have created phenomenal damage.
The reason why the party at the time declined this offer was because I would also be using it with my monsters, but I am open to revisiting this alternative if this new party makeup all unanimously agrees to it.
(OOC: I don't know how to do the 'Epic Crits' on the character sheet because there is also the added damage of proficiency bonus. I guess I would have to do multiple rolls of the damage dice type and add the highest value here)
(wisdom saving throws: 9, 7+2. 17, 15+2. 10, 8+2. 5, 3+2. OOC: the save dc was 10 and you said what happens if we roll between 1 and 8, but you didn't say what would happen if we get a 9)
It is the same rolls you had to make the previous rounds so I omitted some text for brevity. The DC is 10. If you fail to hit that, you fail the Saving Throw and must roll the 1d8 to see the consequence of that failure during your turn. I will resolve multiple failures.
1–4. You do nothing on your turn. 5–6. You take no action or Bonus Action and use all your movement to move in a random direction (determined by me). 7–8. You make a melee attack against a randomly determined creature (determined by me) within your reach or do nothing if you can’t make such an attack.
This is worth mentioning actually. Originally, the group decided to use RAW regarding Critical Hits.
Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal.
I had proposed what I call 'Epic Crits' as an alternative, where you only roll once but also add the highest value of the Attack (all dice) to that roll. For example, a Greatsword is 2d6 normally, so you roll that, and then add 12 to it (the highest value of the Attack). This would make the average much higher than normal Critical Hits and when you have multiple abilities included (like Sneak Attack or Smites), it would have created phenomenal damage.
The reason why the party at the time declined this offer was because I would also be using it with my monsters, but I am open to revisiting this alternative if this new party makeup all unanimously agrees to it.
(OOC: I don't know how to do the 'Epic Crits' on the character sheet because there is also the added damage of proficiency bonus. I guess I would have to do multiple rolls of the damage dice type and add the highest value here)
For epic crits, you just roll damage normally and then add max damage from the dice only. For example, my spiritual weapon does 2d8+3. So I roll 2d8+3 (I got a 3+4, for 10 total). With epic crits, i would add 16 (max for 2d8).
It is the same rolls you had to make the previous rounds so I omitted some text for brevity. The DC is 10. If you fail to hit that, you fail the Saving Throw and must roll the 1d8 to see the consequence of that failure during your turn. I will resolve multiple failures.
1–4. You do nothing on your turn.
5–6. You take no action or Bonus Action and use all your movement to move in a random direction (determined by me).
7–8. You make a melee attack against a randomly determined creature (determined by me) within your reach or do nothing if you can’t make such an attack.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
Try DDB free: Free Rules (2024), premade PCs, adventures, one shots, encounters, SC, homebrew, more
Answers: physical books, purchases, and subbing.
Check out my life-changing
Morgan does nothing. Catatonic and oblivious to the gnawing creatures all about him.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
Try DDB free: Free Rules (2024), premade PCs, adventures, one shots, encounters, SC, homebrew, more
Answers: physical books, purchases, and subbing.
Check out my life-changing
This is worth mentioning actually. Originally, the group decided to use RAW regarding Critical Hits.
I had proposed what I call 'Epic Crits' as an alternative, where you only roll once but also add the highest value of the Attack (all dice) to that roll. For example, a Greatsword is 2d6 normally, so you roll that, and then add 12 to it (the highest value of the Attack). This would make the average much higher than normal Critical Hits and when you have multiple abilities included (like Sneak Attack or Smites), it would have created phenomenal damage.
The reason why the party at the time declined this offer was because I would also be using it with my monsters, but I am open to revisiting this alternative if this new party makeup all unanimously agrees to it.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
Try DDB free: Free Rules (2024), premade PCs, adventures, one shots, encounters, SC, homebrew, more
Answers: physical books, purchases, and subbing.
Check out my life-changing
"Epic Crits" is normally how I do it as well in my own games. I'm fine either way. In this case, I used RAW rules for the damage I indicated (15 total) [side note, this serves as a good example of why some DMs like Epic Crits. It ensures a crit is indeed critical. My original damage roll was 3+4+3. I rolled 2+3 for additional damage, where as Epic Crit would have been an additional 8+8. So I did 15 instead of 26. Big difference.]
Author of Kid Comet and the Sixth Grade Shadow and other Middle Grade Novels
OOC: Ii also use eipc crits in my games. On the forums I can't really as there is no button for it on the roller. But for my person to person games I do. So many many times I've seen crits roll less than average and it really deflates a player when it happens.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Easy enough to add it in as a modifier
Author of Kid Comet and the Sixth Grade Shadow and other Middle Grade Novels
(1d8 roll: 2.)
(OOC: I don't know how to do the 'Epic Crits' on the character sheet because there is also the added damage of proficiency bonus. I guess I would have to do multiple rolls of the damage dice type and add the highest value here)
Goliath monk Khaddim, High elf ranger Frekor, Dragonborn sorcerer Godfrey, Goliath blood hunter Albus, High elf druid Charis, Human rogue Garrett
Randa Wisdom Saves x3-
Dice rolls not yet available for this section., Dice rolls not yet available for this section., Dice rolls not yet available for this section.
( FFS- 2 Failures. Sorry, Randa has been zero help this fight.)
For epic crits, you just roll damage normally and then add max damage from the dice only. For example, my spiritual weapon does 2d8+3. So I roll 2d8+3 (I got a 3+4, for 10 total). With epic crits, i would add 16 (max for 2d8).
Author of Kid Comet and the Sixth Grade Shadow and other Middle Grade Novels
(OOC: Don't worry. The fight is not easy, they each have an AOE that isn't an action, so it is easy to get a bad roll to save from it.)
Goliath monk Khaddim, High elf ranger Frekor, Dragonborn sorcerer Godfrey, Goliath blood hunter Albus, High elf druid Charis, Human rogue Garrett
OOC: Yeah, don't worry. Morgan has everything under control ;-)