```metadata title: 'Rule Variant: Reliable Crit Damage' description: >- A simple rule variant for Dungeons & Dragons 5th Edition that alters damage calculation for critical hits, making them faster and more consistent. tags: '' systems: - 5e renderer: V3 ``` # Rule Variant: Reliable Crit Damage ## The Rule Rather than roll double the attack's damage dice on a critical hit, you instead use the maximum of the attack's damage dice, adding them together with your ability modifier as normal. For example, if you score a critical hit with a dagger, use 4 for the damage, instead of rolling 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature or the half-orc's Savage Attacks trait, you use the maximum for those dice as well. ## The Reasons Why Every player has had that moment where they've finally rolled a natural 20, only to roll 1s and 2s for damage. Conversely, every DM has set up at least one pitched battle against an important villain, only for the fight to be cut disappointingly short by an exceptionally high-rolling crit from the paladin or rogue. While Dungeons & Dragons is a game about variance, there is a generally consistent expectation of what a critical hit should entail, and currently crits can swing so hard one way or the other that they can turn what is meant to be a high moment into an anticlimax. The above rule variant aims to address this by guaranteeing a consistent and easily recognizable amount of damage, for only a minor reduction in overall average crit damage (see below for the math). ## The Math The following is a table of damage differences between critical hits using regular rules and the above variant. {{classTable | Die | Average Crit Damage (Normal) | Average Crit Damage (Variant) | Percentage Difference | |:-|:-:|:-:|:-:| | d4 | 5 (2 x 2.5) | 4 | 20% | | d6 | 7 (2 x 3.5) | 6 | ~14% | | d8 | 9 (2 x 4.5) | 8 | ~11% | | d10 | 11 (2 x 5.5) | 10 | ~9% | | d12 | 13 (2 x 6.5) | 12 | ~8% | }} : Effectively, the above variant rule reduces the average damage of a critical hit by a moderate to low amount depending on the dice involved (1 less damage per die), a difference further smoothed out by flat bonuses. However, mechanics that add damage dice to critical hits specifically, such as the barbarian's Brutal Critical feature, become slightly stronger. {{note #### Art Credits - [Background](https://imgur.com/a/SKmRN) [page](https://imgur.com/a/TW79K) [stains](https://imgur.com/a/OZt2m) by [Aeron Drake](https://www.reddit.com/user/AeronDrake/), [QalarValar](https://www.reddit.com/user/qalarvalar/), and [flamableconcrete](https://www.reddit.com/user/flamableconcrete) - [*Bullseye*](https://www.artstation.com/artwork/aRG680), by [Thomas Karlsson](https://www.artstation.com/thomaskarlsson) (Page 1) }} ![](https://cdna.artstation.com/p/assets/images/images/014/247/450/large/thomas-karlsson-bullseye-16.jpg?1543177402){position:absolute;bottom:0px;right:-275px;height:950px} ![](https://i.imgur.com/NAwDGQF.png){position:absolute;top:-175px;left:-50px;height:1300px;width:900px} {{pageNumber,auto}}