Friday, December 14, 2018
Critical Hits
As the roll to hit bounces and settles on the table revealing to eager eyes the ever sought after natural twenty the players erupt in a chorus of excitement. Rightfully so, because the player has critically hit some foul evil creature, which certainly must mean they have really brought the wrath of the heroism down, right? With the standard rule you "roll all of the attack's damage dice twice and add them together". Well that sounds good right, it sounds like you are doubling the damage? Not so much. There are very few worse let downs in the game than after rolling the precious critical hit to then roll your d10 damage dice with a result of say two followed by perhaps one. Lame. But beyond just not being a good in game result it extinguishes that moment of joy like a puff of wind on a briefly lit candle. The critical hit should always do more damage than any plain old regular hit, always. To this end my house rule for critical hits is to roll your regular damage dice and then add the max face value of each die to the result. Now we are doing some extra ordinary damage. Huzzah.
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