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1 post. Organized Play character for Ashram079.


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Grand Lodge

Erkenbard the Eyeful wrote:
I run an intrigue-packed campaign and I want to dramatically curtail fights that last 2 or 3 hours so that we can get back to politics and role-playing. I have tried many things so I don't need obvious advice on how to quicken combat ... I just want to ask would there be any major problems if I made a house rule that a natural 20 is an auto crit and a natural 1 is a fumble (with result you get -2 AC for the rest of the combat or can only take one action, move or standard). Also after 5 rounds of combat everyone gets +2 to hit and -2 on their AC. The idea being the faster people hit eachother the more damage done and the faster the combat ends. What are the main drawbacks of such a radical house rule??? I'm sure I am missing some major potential problem. (Note: Currently the party level is 6-8)

I have been playing with automatic critical/fumble since dnd 3.0 and I use a critical and fumble d100 table for each case, we have a lot of fun, and If a boss is about to die with a critical, you cans just made him critical proof :)