Houserules in Might Club | World Anvil

Houserules

Power Ups

  Every Session, roll 1d6  
  • 1-3 = Add 1
  • 4-5 = Add a d6
  • 6 = Advantage
  Use it or lose it each session, you may share them with each other to improve d20 rolls   Reasoning: I use this houserule in place of inspiration awarded by the DM, so the DM doesn't have to make subjective calls all the time, and so that the players have another opportunity to help each other out in clutch moments.  
 

Critical hits on Attack Rolls

  On a critical hit during combat, make a damage roll as normal and then add the max value of your normal damage dice.   Ex.   Player rolls a natural 20 on an attack roll.   If their damage die is a d8 and their damage modifier is a 4, they would roll their critical hit damage as follows:   1d8+4 (their normal dmg) + 8 (the maximum they could have rolled on a d8).   So the total damage rolled would be 1d8+12.     Reasoning: I use this houserule for the sake of making crits always feel special. If you only roll double dice, you still run the risk of underrolling (ex, 2d8 but you roll two 1's), which disrupts the feeling of a better-than-normal strike against a target. By adding max damage to a normal roll, you are garaunteed a little extra oomph no matter how the die rolls.