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I think crits as is are fine, those things could address a problem some people acknowledge but crits are swingy enough and fishing for them or even guaranteeing them with hold monster can be busted.Somehow, while talking about D&D 5E combat, and our dissatisfaction thereof, Thomas and I started talking about Critical Hits. Such as a damage floor if probability doesn’t side with you, or adding the same amount of extra damage to everyone’s crit like one extra crit dice, or the doubling the damage modifiers as well as the dice.Īdding 5 damage to everyone’s crits is far more reasonable than adding 30 to a crit fisher with smite or inflict wounds.Įven then I don’t do these things.
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So you should find a solution that favors people with few dice not people with many. People with many dice attacks like rogues and paladins have incredibly powerful crits and rolling minimum damage is incredibly rare so turning crits from double damage to triple can buff these things beyond what is reasonable. Only people who roll one dice really have that complaint with crits, that “snake eyes on crits aren’t satisfying” and it’s because most of their damage is modifiers and it’s surprisingly probable to roll bellow your average normal attack damage even with two dice. Yes, how much of their attack is that extra damage varies, but again, that was already the case. With this rule, they deal 36 extra damage, also a ~71% increase to the bonus damage. With this rule, they deal 18 extra damage, also a ~71% increase to the bonus damage.Ī sorcerer casting scorching ray deals 6d6 (avg 21) extra damage on if they crit 3 times. With this rule, they deal 12 extra damage, ~71% increase to the bonus damage.Ī level 3 rogue with a shortsword and sneak attack deals 3d6 (avg 10.5) extra damage on a crit. No matter how many dice you're rolling, the relative benefit from this is going to be exactly the same.Ī fighter with a greatsword gets 2d6 (avg 7) extra damage on a crit. It turns your extra critical damage dice into their maximum value. The buff is equal, percentage wise (assuming the same die size).
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Yes, attacks that are all dice benefit more, but that's just because criticals on an attack that is all dice are already stronger than an attack that includes modifiers. It also massively buffs spell crits compared to weapon crits. In this case the second roll of damage dice would fall under “Extra Damage”. Thus a magic weapon that adds 3d6 to a critical requires that you maximize the power's normal damage, then roll a d6 3 times and add that to the total. You roll this extra damage on top of your power's maximized damage.Įxtra damage rolled on a critical is not maximized. This includes most enchantments for weapons and implements, high crit weapons, some feats (Devastating Critical), and other effects. Extra damage dice that were added to the attack (such as sneak attack and hunter's quarry) are also maximized.Įxtra Damage: Some effects add extra damage to a critical hit. For example, a power that deals 2d10 + 4 damage would deal 24 damage.
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Maximum Damage: Instead of rolling the power's damage, you deal max damage. I usually see it as maxing the normal dice not the extra dice though, so that extra dice from things like Brutal Critical don’t get maxed. It’s relatively common to house rule it for 5E from what I’ve seen.