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Exploding Criticals

I find a d12 exploding critical system more fun instead of just doubling damage or rolling more damage dice – which can lead to massive pools of damage dice.  The d12 (criminally underused die) plus exploding mechanic is a nice balance between chaos and simplicity.

In combat, most heroes deal +d12 damage on a natural 20. Natural 20s in combat are always consecutive, and every additional twenty applies an additional +d12, so three twenties in a row means +3d12 damage dealt. This includes advantage/disadvantage dice.

*Exploding criticals stolen from Ultraviolet Grasslands.

*d12 criticals stolen from Professor Dungeon Master.

Posted in 5e, The Ninth World

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