Episode 3: Critical Hits & Fumbles
Every D&D player loves rolling a natural 20, especially during a major combat encounter, but shows an equal amount of dread at seeing a natural 1. Succeeding fabulously or failing spectacularly can both be fun, if handled correctly. The question is: what is the “correct” way to handle these auspicious rolls? Which systems handle them best? And what do the rolls represent in-game? For this episode, the guys sit down and discuss the benefits and pitfalls of different critical hit and fumble mechanics, and share their own opinion on their use. Things get a little heated, but everyone escapes with most of their limbs intact.
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Still listening, but here’s my 2¢ so far. The question of critical hits and fumbles come down to whether it makes the game more fun. I find it adds another element of excitement when people see a nat 20 come up. I always have people confirm it. That second roll, whether it’s for the players or the creature, generates a lot of excitement and tension that I think makes the game more fun. That question of fun always determines which rules I add or leave out of my game.
In my games I usually only make natural 20’s cause double damage for fighters. It’s one of the ways I make fighters more attractive to play. All other classes just automatically hit on a natural 20. For all classes, I also usually come up with some other beneficial effect for a character when a natural 20 comes up (they damage another nearby foe, they knock over/disarm/etc opponent, and so on). This is of course balanced by fumbles on a natural 1, for which (like many other GMs I’m sure) I come up with nasty consequences for the unlucky player.
Oh, and thanks for not giggling like little girls when someone said “penetration.”