Crit and Fumble Deck with Wrath of the Righteous


Wrath of the Righteous

Sovereign Court

My players love the crit and fumble decks, but after reading the first book of WotR and Mythic Adventures, it seems that when they hit mythic, the normal crit deck just won't be pulling as much damage as in a normal campaign.

Normal rules of the crit deck would just have me give them an extra card for any modifiers above x2 and they can choose the one they want. Has anyone thought of any different ideas, like adding cards together for crit modifiers after x3?

The fumble deck doesn't need any tweaking imo


I just add additional multiples for weapons with modifiers above x2. For example if I draw a card with a x2 multiplier when someone uses a bow the damage becomes x3, while a card that deals x3 damage would deal x4 damage with a bow or other x3 weapon.

Btw I haven't read WotR or the mythic rules yet. Is there any reason why criticals should be tweaked when using the mythic rules?


Something to consider: When it says to deal normal damage, multiply the damage by 1 less. When it says to deal double, multiply by the normal amount, and when it says to deal triple, add one multiplier. If that makes sense.

x3 weapon
"deal normal damage and blah": x2 and blah
"deal double damage and blah": x3 and blah
"deal triple damage": x4

I feel this is how it should have been done, at least.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

We normally draw one more card for every additinal crit modifier, i.e. one card for x2, two cards for x3, three cards for x4. Of course that means that some crits are really disappointing, when you get three "normal damage and some status modifier whom nobody cares about" combination. Although sometimes you get the really devastating stuff, too.

Silver Crusade

We tried the crit hit and crit fumble decks with a homebrew campaign and in serpent skull & jade regent. Those of us DMing liked it, but none of the players did.

For crits, we did away with confirming 20's, if a 20 hits it his (ie roll 20 + 3hit vs ac23 would hit vs ac24 would miss.

For misses, a 1 misses, no confirming your misses. effects based on weapon type.
Nonmagical d4 1= hit someone nearby friendly
masterwork/+1 d6
+2 is a d8
+3 is a d10
+4 is a d12
+5 is a d20
If miss with the same weapon in combat more the once the little multiplier goes up +1 each miss.

Shooting into melee is a 50% chance of hitting friendly.
I have HeroQuest from the 90s. I use the d6 dice from there for random effects as it has 3 sides with a Skull (oops you hit a friendly) 2 sides with a skull, and one side with a scarab.

Sovereign Court

Mortagon wrote:
Btw I haven't read WotR or the mythic rules yet. Is there any reason why criticals should be tweaked when using the mythic rules?

There are a few mythic abilities that raise the crit modifier of a weapon by one step


Tierce wrote:
Mortagon wrote:
Btw I haven't read WotR or the mythic rules yet. Is there any reason why criticals should be tweaked when using the mythic rules?
There are a few mythic abilities that raise the crit modifier of a weapon by one step

In that case I would just add it to the multiplier on the card.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Wrath of the Righteous / Crit and Fumble Deck with Wrath of the Righteous All Messageboards

Want to post a reply? Sign in.
Recent threads in Wrath of the Righteous