This system has been scrapped for now.

Sometimes you roll amazing and sometimes you roll terrible.
That is the nature of the game.

Critical Hits

To add an additional spice to the game, when a player rolls a natural 20, they can ask the DM to draw a Critical Hit Card. They may still ask to do double damage dice if they prefer.

These effects can be simple or outrageously good, so make your choice wisely.


Specifications:

  • When a card says: Maximum
    All the dice you roll are set to their maximum value, but not doubled.

  • When a card says: Double
    You can roll all the damage dice twice.

  • When a card says: Maximum Double
    All the dice you rolled are their maximum value multiplied by two.

  • When a card’s condition cannot apply?
    Grab the next card!

Critical Fails

To add an additional spice to the game, when a player or the DM rolls for an attack and rolls a natural 1, the DM draws a Critical Fail Card and follows the listed rules on it.

These effects can be meh or outrageously bad, so pray to the RNG Gods not to roll a 1.


Specifications:

  • When a card says: 1/2 Damage
    The outcome of your dice rolls is halved
    (rounded down)

  • When a card says: Positive
    Lucky you! there’s also good things in these cards such as getting advantage or bonus damage.

  • When a card cannot be applied
    Lucky you! Nothing happens to you!

The cards are divided into different categories. Depending on the level of the player characters, certain cards will be used. At the start of each session these cards are shuffled and if required can be shuffled once a player rolls.