Kerso |
I'm thinking of changing how criticals work in my game as a houserule, since I think the critical confirmation roll is overcomplicated and often a big anticlimax. I've also killed two players in fights that weren't meant to be too rough by critting and rolling max damage, and while some parties may be cool with that, it doesn't feel right for us.
I was thinking of adopting the critical rules from 4th edition; a natural 20 is a critical hit, and a critical hit deals maximum damage. So if you have an attack that hits for 2d6+6, it would deal 18 damage automatically on a crit. This seems to suitably tone down crits while making them much easier to get. Of course this kind of messes with weapons with high crit ranges and crit multipliers. I was wondering what people thought about:
1.Allowing high crit range weapons to keep those ranges. If a player has a scimitar then it crits on a natural roll of 18-20 and deals max weapon damage. Since most crit weapons have relatively low damage dice, critting more often would be balanced out. The only problem I foresee here is Magus crit fishing.
2.High crit multiplier weapons... would be a bit screwed. I'd appreciate any creative but uncomplicated ideas for dealing with this. I was thinking that letting extra multipliers apply to the weapon damage only might work? So a player who hits with a longbow for d8+4 would crit for 20 (8+8+4)? Or max damage plus an extra weapon damage roll (8+4+d8)?
Any thoughts?