![]() To some players, this doesn’t seem reasonable. That is the only reward he gets for rolling a natural 20 on initiative. But there is no special effect that occurs when this happens. This implies that he was especially alert and quick. In some cases, a player may roll a natural 20 on initiative. ![]() ![]() Whichever player or NPC has the highest roll goes first. Under the standard rules, players and NPCs roll for initiative when a fight begins. However, because the weapon’s damage dice is not doubled, it also prevents crits from being overpowered. This prevents critical hits from doing unusually low amounts of damage. For example, a sword that does 1d6 + 1 damage under normal circumstances does 7 damage on a critical hit. To avoid this strange result, many DMs and players adopt the “critical hit max roll rule.” Under this rule, a critical hit results in maximum damage from the weapon’s normal damage dice. For example, if a sword does 1d6 + 1 damage, a “critical hit” may result in 3 points of damage if the player happens to roll two 1s on the 2d6 damage roll. In this case, a “critical hit” may do less than average damage. It’s possible for a player to roll very poorly on his damage roll. While this rule works for many campaigns, it also has some disadvantages. The idea behind this rule is to recognize that a fighter may score an especially lucky blow, causing massive damage. For example, if your weapon does 1d6 + 1 damage, a critical hit under the standard rules does 2d6 + 1 damage. Standard Dungeons and Dragons rules state that a natural 20 results in a “critical hit.” If this happens, the player rolls twice the normal damage dice but does not double the bonus. Advantage/Disadvantage on Initiativeīelow are seven homebrew rules you should consider using in your campaign.
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