Poll #5: Critical Hits

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May 1, 2022 9:07 pm
Let's consider some homebrew on critical hits going forward. Keep in mind the rules will apply to enemy attack rolls against you, just the same as you against them. The options are as follows:

1. Pathfinder Default - If the natural roll is within a weapon's threat range, it threatens. Roll again against the creature's AC, if successful, you roll damage again (or more, as needed based on the weapons crit multiplier) and add the results together. If unsuccessful, its not a critical hit.

2. D&D 5e Default - A critical is a natural 20. If you roll a natural 20, you roll your damage a second time and combine the two results. Simple, basic, but does strip away some of what makes weapons different from each other in Pathfinder.

3. Homebrew Combo #1 - Natural roll within threat range, threatens, but a natural 20 is always a critical hit. If you roll a result other than 20, but within your weapon's threat range (i.e. natural 18 with a rapier, which has a threat range of 18-20), you roll again against the creature's AC. If successful, you roll damage a second time.

4. Homebrew Combo #2 - the same as #3, but a natural 20 allows a confirmation roll as well. If unsuccessful, you still get to roll damage a second time, but if successful, you get to roll damage any additional times normally allowed by the weapon's critical multiplier. (i.e. a spear has a x3 crit multiplier - a natural 20 will always allow a second damage roll, but you roll to confirm for a third damage roll)

5. Homebrew Combo #3 - Any roll within a weapon's critical range (rapier 18-20, small crossbow 19-20, etc) always scores a critical hit, no threat roll needed, roll damage a second time.

What do you guys think?
May 1, 2022 9:14 pm
I'm good with #5/Homebrew 3 but I'm willing to listen to other views.
Last edited May 1, 2022 9:14 pm
May 1, 2022 9:16 pm
I like #5 as well.
May 2, 2022 5:01 am
The only downside I see to #5 is critical hits would be a lot more common, and therefore combat will be quite a bit deadlier. But then, it goes both ways, for you and the monsters.
May 2, 2022 5:48 am
Yeah, I don't think our characters are using much high-crit-chance weapons, so option 5 only serves the enemies and makes combat much deadlier. I like option 4 the best, and it also makes effects that add to confirmations still work and have benefit.
May 2, 2022 8:07 pm
With all votes in, Homebrew #3 is the winner with 4 votes

"4. Homebrew Combo #2 - the same as #3, but a natural 20 allows a confirmation roll as well. If unsuccessful, you still get to roll damage a second time, but if successful, you get to roll damage any additional times normally allowed by the weapon's critical multiplier. (i.e. a spear has a x3 crit multiplier - a natural 20 will always allow a second damage roll, but you roll to confirm for a third damage roll)"

I'm closing the poll and adding this to our game rules thread.

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