Critical Hits & Fails
The house rules below were designed to work for Pathfinder 1e but can be used as inspiration any DnD 3.5 or 5e game as well. The point behind these rules is to add drama to the game by making both sides of rolling low and high more impactful to the story.
Critical hits
If you roll a natural 20 on an attack roll, roll again. if that attack is above the attacker's AC then the attack is considered to be a critical damage roll.
Mythic Criticals
If you have any level of any mythic tier you can spend mythic points to multiply the damage of your attack up to your mythic tier's level. For example a 1st tier mythic character can spend 1 mythic poiwer to multiply the attack by 2, while a 2nd tier mythic character can multiply this by 3 and so on.
Critical Fails
If at any point during an attack roll a player rolls a natural 1 on the dice the roll is automatically considered a failure. In addition to that, the player needs to roll a 1d10 and check the table below for the effect the failure had.
1d10 | Effect |
---|---|
1 | The attack fails, nothing else happens |
2 | Disarmed, the weapon slips and it is thrown 10 feet away |
3 | Broken, the weapon gains the broken condition |
4 | Stuck, the weapon lodges it self to a nearby surface, requires STR check to dislodge |
5 | Falling Prone |
6 | Property Damage, 1d4+1 of your items are destroyed |
7 | Own goal! You deal the damage of the attack to yourself |
8 | Friendly Fire! The attack damages a nearby ally |
9 | Concussed, you gain the Unconscious condition |
10 | Ultimate failure, Roll thrice, all effects occur |
Mythic Luck
If you possess any mythic tier you can use mythic power points up to the level of your tier to negate from the 1d10 roll result. For example a roll of 6 (Property Damage) can become a roll of 4 (Stuck) if you spend 2 mythic power points
The rules sound intense! I like them, especially the secondary effect table for natural 1. They seem to make crits more impactful, which sounds like what you want. As a personal preference, I would flip the d10 table so ultimate failure is rolling 1 instead of 10. If you are concerned about balance, in any d20 system natural crits have a 10% chance of happening on any roll, 5% for a natural 1 or 20. So that means there's a 10% chance on all combat rolls that that roll could dramatically swing the direction of the fight.