I'm a DM who loves trying different rule variants (to an extent). One thing I doing is fun crits. I love when my players roll a nat 20 and Don't what comes next. I've done many different crit rules, and I'm running out of new options. So tell me how you do crits so I can try them in my next game!!
This is for crit fails, which is a kind of crit, right. I had a DM who, on a 1, used to do a Battlefield Event. The attack would miss, but something else would happen, a nearby tree would fall over and change the terrain, the thing that missed would stumble and move a random number of squares in a random direction (no OA), Maybe someone hit a wasp nest and basically creates a 2x2 area (or whatever size) with an aura effect — enter it or end your turn there and take a d4 piercing damage. That kind of thing. It really made the fights more dynamic and cinematic when strange random things happened.
He had a chart with 10-15 different things, I think he did it d100 so he could be more granular in stacking the odds of what would happen.
Personally, I use a table for after a player rolls a crit success, or a crit fail. My crit success sheet can be as simple as you attack twice to you insta kill the monster (Which only happens on a 100 from the d100). Or for a crit fail dropping a weapon by your feet to attacking with an attack considered a crit at an ally. Its fun watching the chaos come forth from that.
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Monster Fact of the Day: Tarrasque
Tarrasque's have a magical regeneration and are able to reflect spells back at its enemies
Praise Jeff with Your Hole Heart and Soul with the Sign ofDoomJOY to Come!!!!!
Personally, I use a table for after a player rolls a crit success, or a crit fail. My crit success sheet can be as simple as you attack twice to you insta kill the monster (Which only happens on a 100 from the d100). Or for a crit fail dropping a weapon by your feet to attacking with an attack considered a crit at an ally. Its fun watching the chaos come forth from that.
I've been wanting to fill my DM screen with more of my own info rather then the sheets it came with, so this great advice.
One thing I'm debating on doing for my players is on a Crit Success they get 1 additional action that they cannot use to attack or cast a spell. E.g. they could grapple, disengage, dash, dodge, hide, move, disarm, do something acrobatic stunt etc... where they are immune to negative consequences of failure. Then they can choose in what manner they want to be awesome.
My group does full value on one of the damage dice plus another roll of the die. So if you crit with a longsword it's 8+1d8+str damage, for example. This makes it so a crit is guaranteed to better than a regular hit because it's no fun to roll two 1's for "double" damage.
My group does full value on one of the damage dice plus another roll of the die. So if you crit with a longsword it's 8+1d8+str damage, for example. This makes it so a crit is guaranteed to better than a regular hit because it's no fun to roll two 1's for "double" damage.
I'm listening to a podcast (tales from the stinky dragon) that does crits the same way.
My group does full value on one of the damage dice plus another roll of the die. So if you crit with a longsword it's 8+1d8+str damage, for example. This makes it so a crit is guaranteed to better than a regular hit because it's no fun to roll two 1's for "double" damage.
This ^ is what I do at my tables.
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Considered giving another attack but this fails when doing spells.
Advantage on next attack?
Disadvantage for enemy on next attack?
Enemy loses next attack?
Gain a bonus action?
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"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?"
My group does full value on one of the damage dice plus another roll of the die. So if you crit with a longsword it's 8+1d8+str damage, for example. This makes it so a crit is guaranteed to better than a regular hit because it's no fun to roll two 1's for "double" damage.
This is what my current group does, and it does result in very beefy crits but it also led to the death of our Wizard in our last session. The enemy got a Nat20 on its surprise attack against the Wizard and hit for twice the Wizard's max HP on the first blow. NOT a fun battle.
I'm sure I could come up with more, but too elaborate might be unhelpful.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
My group does full value on one of the damage dice plus another roll of the die. So if you crit with a longsword it's 8+1d8+str damage, for example. This makes it so a crit is guaranteed to better than a regular hit because it's no fun to roll two 1's for "double" damage.
My group does it a little different in that you get to roll double dice, but your minimum damage you can deal is max of a normal hit.
i.e. You crit with a one-handed longsword attack so you roll 2d8 + Str with a minimum value of 8+ Str.
I do something similar, roll double the dice but if the result is lower than your typical non-crit damage then you get to reroll.
My group does full value on one of the damage dice plus another roll of the die. So if you crit with a longsword it's 8+1d8+str damage, for example. This makes it so a crit is guaranteed to better than a regular hit because it's no fun to roll two 1's for "double" damage.
That's a great idea, I'll probably use that for my next campaign. The dreaded snake-eyes crit really kills the mood around the table. I'm also planning to integrate the Crusher, Piercer, and Slasher feats from TCoE into all melee weapons, which all give varying effects on Crit depending on damage type.
I use the roll damage twice general rule, except everyone (including monsters) get to re-roll any 1s the first time. For the second roll, if it's a 1, that die automatically counts as a 3.
I'm a DM who loves trying different rule variants (to an extent). One thing I doing is fun crits. I love when my players roll a nat 20 and Don't what comes next. I've done many different crit rules, and I'm running out of new options. So tell me how you do crits so I can try them in my next game!!
This is for crit fails, which is a kind of crit, right. I had a DM who, on a 1, used to do a Battlefield Event. The attack would miss, but something else would happen, a nearby tree would fall over and change the terrain, the thing that missed would stumble and move a random number of squares in a random direction (no OA), Maybe someone hit a wasp nest and basically creates a 2x2 area (or whatever size) with an aura effect — enter it or end your turn there and take a d4 piercing damage. That kind of thing. It really made the fights more dynamic and cinematic when strange random things happened.
He had a chart with 10-15 different things, I think he did it d100 so he could be more granular in stacking the odds of what would happen.
Personally, I use a table for after a player rolls a crit success, or a crit fail. My crit success sheet can be as simple as you attack twice to you insta kill the monster (Which only happens on a 100 from the d100). Or for a crit fail dropping a weapon by your feet to attacking with an attack considered a crit at an ally. Its fun watching the chaos come forth from that.
Monster Fact of the Day: Tarrasque
Tarrasque's have a magical regeneration and are able to reflect spells back at its enemies
Praise Jeff with Your Hole Heart and Soul with the Sign of
DoomJOY to Come!!!!!I've been wanting to fill my DM screen with more of my own info rather then the sheets it came with, so this great advice.
One thing I'm debating on doing for my players is on a Crit Success they get 1 additional action that they cannot use to attack or cast a spell. E.g. they could grapple, disengage, dash, dodge, hide, move, disarm, do something acrobatic stunt etc... where they are immune to negative consequences of failure. Then they can choose in what manner they want to be awesome.
Two standard ways are:
Other ways I have seen it:
My group does full value on one of the damage dice plus another roll of the die. So if you crit with a longsword it's 8+1d8+str damage, for example. This makes it so a crit is guaranteed to better than a regular hit because it's no fun to roll two 1's for "double" damage.
I'm listening to a podcast (tales from the stinky dragon) that does crits the same way.
This ^ is what I do at my tables.
--------------
Considered giving another attack but this fails when doing spells.
Advantage on next attack?
Disadvantage for enemy on next attack?
Enemy loses next attack?
Gain a bonus action?
"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
This is what my current group does, and it does result in very beefy crits but it also led to the death of our Wizard in our last session. The enemy got a Nat20 on its surprise attack against the Wizard and hit for twice the Wizard's max HP on the first blow. NOT a fun battle.
One might imagine a lot of ways to roll crits:
I'm sure I could come up with more, but too elaborate might be unhelpful.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I do something similar, roll double the dice but if the result is lower than your typical non-crit damage then you get to reroll.
That's a great idea, I'll probably use that for my next campaign. The dreaded snake-eyes crit really kills the mood around the table. I'm also planning to integrate the Crusher, Piercer, and Slasher feats from TCoE into all melee weapons, which all give varying effects on Crit depending on damage type.
I use the roll damage twice general rule, except everyone (including monsters) get to re-roll any 1s the first time. For the second roll, if it's a 1, that die automatically counts as a 3.