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Looking for help with 5e criticals

Good morning all. Trying to see if I can find a way to implement a different way of handling criticals in 5e. I've never been a fan of the 5e criticals since you can get a critical hit, then roll, say, double 1s, and get a critical that does like 5 points of damage or something. The house rule I prefer to use is: Weapon damage dice (maximum) + weapon damage dice (rolled) + modifier So, for example, if a fighter with +3 STR and a longsword (1d8) gets a critical, he would do: 8 (Weapon damage dice maximum) + 1-8 (weapon damage dice rolled) + 3 modifier for a range for 12-19 damage A long time ago, Oosh created a custom crit script (<a href="https://github.com/ooshhub/customCrit5e" rel="nofollow">https://github.com/ooshhub/customCrit5e</a>), but he told me he hasn't been here in over a year and it doesn't look like that script supports what I wanted to do. Anyone have any suggestions or know of other custom crit scripts that can handle this? Thanks!
When a crit is rolled, I use the normal result but then run a macro to determine additional effects. The macro determines severity, calls a rollable table to determine damage location, then outputs the results and lists the consequences. It's more bookkeeping for both me and my players, but it adds a bit of flavor.
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Hi Steven, I can't think of a way to do that as a global thing, but you could do it by changing the CRIT field in a macro.&nbsp; Some of our table use token action buttons rather than the character sheet (simpler with one screen gaming perhaps) and so our paladin has a longsword macro that reads: @{selected|wtype}&amp;{template:atkdmg} {{mod=+[[@{selected|strength_mod}[STR] + @{selected|PB}[PROF]]]}} {{rname=Longsword 1Handed}} {{r1=[[@{selected|d20}cs&gt;20 + @{selected|strength_mod}[STR] + @{selected|PB}[PROF]]]}} @{selected|rtype}cs&gt;20 + @{selected|strength_mod}[STR] + @{selected|PB}[PROF]]]}} {{attack=1}} {{range=}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[1d8 + @{selected|strength_mod}[STR]]]}} {{dmg1type=Slashing}} 0 {{dmg2=[[0]]}} {{dmg2type=}} {{crit1=[[1d8[CRIT]]]}} {{crit2=[[0[CRIT]]]}} 0 {{desc=[[1t[SWPN]]]}}&nbsp;&nbsp; {{spelllevel=}} {{innate=}} {{globalattack=@{selected|global_attack_mod}}} {{globaldamage=[[0]]}} {{globaldamagecrit=[[0]]}} {{globaldamagetype=@{selected|global_damage_mod_type}}} ammo= @{selected|charname_output} there's a few bits there that are superfluous, but hey ho, they're not hurting anyone.&nbsp; desc= bit rolls on a table for slashing weapons (we have tables for B and P too) and puts a bit of flair in the description for the weapon, just to help my aging DM brain, but if you change {{crit1=[[1d8[CRIT]]]}} to read {{crit1=[[8[CRIT]]]}} then you should get your desired result.&nbsp; It means setting up a weapon under attributes and abilities, but it really doesn't take that long once you have done one of each type (B/P/S), after that it is C&amp;Paste and changing the die size
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Simon G. said: Hi Steven, I can't think of a way to do that as a global thing, but you could do it by changing the CRIT field in a macro.&nbsp;&nbsp; This seems like a great idea, and more importantly, within my capability as a player haha. A bit of a pain for NPCs but ah well. I hide my rolls anyway. Thank you!
Rick A. said: When a crit is rolled, I use the normal result but then run a macro to determine additional effects. The macro determines severity, calls a rollable table to determine damage location, then outputs the results and lists the consequences. It's more bookkeeping for both me and my players, but it adds a bit of flavor. That's a cool idea, but might be more than I'm looking for right now. Thanks very much for your suggestion, though!
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Steven B. said: I've never been a fan of the 5e criticals since you can get a critical hit, then roll, say, double 1s, and get a critical that does like 5 points of damage or something. The house rule I prefer to use is: Weapon damage dice (maximum) + weapon damage dice (rolled) + modifier A long time ago, Oosh created a custom crit script ( <a href="https://github.com/ooshhub/customCrit5e" rel="nofollow">https://github.com/ooshhub/customCrit5e</a> ), but he told me he hasn't been here in over a year and it doesn't look like that script supports what I wanted to do. Does Oosh's script not work anymore?&nbsp; If it is working correctly, what you are looking for is exactly what the default 'Brutal' setting should do (on a crit, add a max die roll to the regular die roll and whatever attack modifier). I just tried it out on three NPC characters in my test campaign, and it definitely worked to adjust the critical damage to be the maximum die. !critbot --apply --sel --attacks I rolled a crit (with Auto Roll Damage off) and then clicked on the damage roll and got this: Then I used the script on the character, and clicked on the damage roll again: So if the script isn't working, let me know what's happening when you run the command, and what command you're running, etc. If for some reason you want a hacky manual way to do this for individual attacks (or for anyone else who finds this and doesn't have a Roll20 Pro account to use scripts), you can add this code to the description field of each NPC attack: }}{{crit1=[[[[9@{attack_crit}kh1]]]]}}{{crit2=[[[[9@{attack_crit2}kh1]]]] What this is doing:&nbsp; The }} closes the description field. The {{crit1= overwrites the 1st critical damage field and replaces it with a new one. The&nbsp; [[[[9@{attack_crit}kh1]]]] takes the 'attack_crit' value, and rolls it 90+ times but only keeps the highest roll (which will be the max roll): e.g. if the attack damage is 1d10, it'll roll 91d10 and keep the highest roll, which will be a 10. The }}{{crit2= closes the crit1 field, and overwrites the 2nd critical damage field. The&nbsp; [[[[9@{attack_crit2}kh1]]]] does the same thing for the takes the 'attack_crit2' value.
Hmm. Maybe it's just the way Oosh wrote the instructions, but I wasn't clear that was what "brutal" setting did! I just applied it and it seems to working as expected! Thank you very much!