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First, ONE D&D took CRITICAL HITS away, then they brought them back–but they still kind of suck. In this reaction video to these changes, we show how to make your critical hits even more epic with one simple twist! Our fast, easy system takes less than 1 minute to learn and works with ONE D&D, 5th Edition (5e) Dungeons and Dragons, or ANY past edition of the game, plus Pathfinder, OSR, or any TTRPG with similar critical hit mechanics.
We also explore when to use AVERAGE DAMAGE vs. ROLLING DAMAGE for henchmen and minions. We present a fast, easy system for average damage–when to use it, and when NOT to use it. This works hand in hand with our critical hit rules above, making it the perfect one-two punch to knock out fun fight scenes in your next game!
(* TIME STAMPS IN COMMENTS)
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MUSIC
Theme Song: “Adrenaline Buzz” by Pecan Pie
Music from Uppbeat (free for Creators!):
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source
TIME STAMPS
0:00 – Intro
0:19 – Critical Hits Made Fun, Fair, and Easy!
2:40 – Average Damage vs. Rolling Damage for Henchmen and Minions
Yeah, I agree, nothing is worse than doing crappy damage on a crit. I’ve been doing crits like that for years (max damage + another die bonus).
When I used Pathfinder and you had to confirm criticals, I still did Max damage on a Nat20, but only did the multiplier if they confirmed.
I run critical hits for my PCs just like Jackson described. For my monsters I’ll roll damage if they are facing a single creature, but when they have multiple enemies I use the average damage. If a monster that I’m using average damage for crits I double that average damage. So far it’s worked well that way. I’m a fairly new dm, but haven’t accidentally unalived a PC yet. The game favors the players, so I don’t feel bad about making them sweat a little bit.