Stefflabunny, your roll was a critical. Some time ago I introduced a house rule about critical strikes. This is a good chance for a general reminder. A natural 20 is ALWAYS a critical. Other numbers will need a second attack to confirm the critical. Damage will be calculated like this: (1dx + all the modifiers) + 1dx without any modifier.
To be more clear, I will take Ja'laron as example. He fights with a rapier that has a threat range of 18-20 and rolls a D6 for damage. The multiplier is X2.
Ja'laron rolls 20, is automatically a critical. If he rolled 18 or 19 he would have to roll again: if the second attack was also a hit (by any result, the important is beating again the opponent's AC), he would get a critical.
Now we have a critical, how to calculate damage? Bonuses never multiply, so is wrong to take the damage and just double it.
Ja'laron rolls a 4 and adds +1 for his Strength. He deals 5 points of damage. But is a critical. His multiplier is X2.
So I will do: 4 (1d6) +1 Strength + another d6.
With a X3 multiplier I would roll two additional d6 instead of one.
Let's say the new d6 gave a 1.
Ja'laron is unlucky: his critical deals 4 (first d6) +1 (strength modifier) + 1 (extra d6) = 6 points of damage.
If things are not clear, please let me know. I will try to explain it better.
Talking about house rules, there's another one that I want to introduce.
Following the official rules, unconscious characters should not get any experience from the encounter in which they went down. I strongly disagree with this rule. Getting under 0 hit points doesn't mean being useless for the party or not having learned anything from the battle. Unconscious characters are often those that gave an important contribution to victory by being in the middle of the action. For this reason:
- Characters that will be unconscious at the end of an encounter will still get experience points. They will suffer a reduction, though. How many experience points will be subtracted from the amount they would get if still up, depends exclusively on the judgment of the Master (love to talk about me in third person, makes me feel important (laugh)) that will base his decision on how much the unconscious character contributed to victory (sometimes can even get 0 but not always).
This way, we should also be able to avoid, or at least limit, two unpleasant situations that might come out. Players pressing the healers to put them back into shape before the combat ends and players not caring about being knocked down because "I will get experience anyway).
Later I will post an updated list of all the house rules, to avoid confusion.
I'm surprised you found a rule like that. I have never seen it played that way. Some classes are designed to take the brunt of the attack and will go down in long fights, or when surprised, spellcasters usually go down.
In addition, the worst disadvantage is an uneven party progression. I realise at the moment Tomas, Kursten and I think Ferrin are slightly ahead in experience, but a character who hasn't been made specifically for, let's say, combat will start to fall even further behind since he'll have less Hit Dice and fall unconscious more often.
Thirdly, this is akin to saying that only the character roleplaying social situation or skill tests get experience for those. A rogue disabling traps gets more experience than everyone because he's the only one doing it.
Personally, I've always had equal experience. I'm not stopping you from house ruling if you wish.
Your honor, I rest my case.
Brunconero, sorry, I didn't remember that about the natural 20. I made the second roll for just in case. I do understand your math on critical damage. Basically, you add extra D rolls, and not add extra strength.
Icon: I read about that somewhere. They were stating that surviving should be enough of a prize. If you tell me that usually experience is assigned evenly, for me is even better. No need for the house rule, then. Characters that flee from combat will still not get any experience though.
Stefflabunny: Bonuses stack, but never multiply. Even scoring a critical, I'm still hitting my target only once. So strength bonus, bonus for an enchanted weapon and extra dice for magic damage (1d6 frost damage, for instance) are only applied once. What has to be increased is the basic damage. This is a rule that has been there since first edition. Then, you can choose if doubling the basic damage or add an extra roll. I always prefered the second because can correct a bad roll or balance a high one.
EDIT: I just saw that in 3.5 they roll Strength bonus multiple times and always add extra rolls instead of doubling the basic damage. Well, we will not do it.
Edited: Bruconero on 19th May, 2013 - 6:48am
This post wants to be a reminder of all the house rules we introduced into the game so far. From now on, every time a new custom rule will be set, I will post this complete list again, adding the new rule at the bottom of it. In this way, everybody will have the chance to find everything in a single post and it will be enough checking the last update to have the whole picture.
RULES FOR THE PLAYERS:
-The game has a 2 days pace. If somebody will not be able to post for a certain period, should inform the Dungeon Master and the other players about it.
-After 2 days since the last update, I will move the game even if I don't have all the actions (moving the game means bringing the story forward, replies to questions or role-playing don't count).
-If a player, without saying anything before, doesn't post for more than 2 days (date of the last post counts), I will apply an in-game penalty.
-If a player doesn't post for one week, he is out of the game.
-Incurring in three penalties within a month brings to deletion.
-Every new character starts from level 1, is free to choose any standard equipment (items below a 50 gold value, except weapons such as the Longbow), can't have metal shields or armor superior to the Padded Armor and begins with 5 silver pieces and 5 copper pieces.
-Players roll for initiative, attack and damage. All the other rolls must be done only if clearly requested. If a player
Wants to perform an action other than the three mentioned above, he has to say it in-game and the Dungeon Master will decide if ask for a roll or roll by himself. Another choice is talking 10 or 20, when possible. I will never override that.
-The Game Thread is for In Character interaction. All the Out of Character posts such as questions about the game or about the rules should be posted in this thread (a rule, this one, that we all forgot lately. Including myself. Time to restore it).
-Using the Players Hub Thread, the players have to define a marching order for the open and one for indoor locations as well as the strategies when camping. If such istructions are not clear or incomplete, the Dungeon Master will decide them at his own will in case of sudden or random encounters.
-The group has to nominate a Party Leader that has to take decisions in uncertain situations or when some of the members are lagging. The Party leader should also act as an organizer and moderator. He has the final word in case of opposite opinions inside the party. The actual Party Leader is iCon\Tomas.
GAME RULES:
-Characters will not be allowed to take 20 when using Open Lock or Disable Device (the reason for this is different for the two skills but the result is the same: taking 20 is not an option)
-Each lock will have a chance of getting jammed, broken or to damage the tools at any failed attempt (the chance will increase at every new attempt and will be calculated as a percentage that will depend on how far is the roll from the desired result. Example: 5 points below the DC, 10%. 10 points below the DC, 20% and so on).
-No chance of picking a lock without the proper tools (unless the player can explain me EXACTLY how he intends to do it and how he will use the home-made or improvised tool. I expect a very detailed explanation of how the tool is made also, if the player made it by himself).
-I decided to change the rule about critical hits. A 20 will be always a critical while an extended critical (19, 18, 17 depending on the weapon used) will only be a "Threat" And will have to be confirmed by a second roll (as for the official rules). Damage is calculated in this way: XdY + All the Modifiers, where "X" Is the critical multiplier for the weapon (x2, x3...) and "Y" Is the type of dice used to calculate damage (d4, d6, d8....).
-Summon spells will work in a different way from what is stated in the Open Source d20 description. Unless the spell description clearly states otherwise (but it has to be a detailed explanation), any summoned ally will appear where is designated by the caster and act immediately, on the caster's turn. It attacks the caster's opponents to the best of its ability. If the caster can communicate with the creature, he can direct it not to attack, to attack particular enemies, or to perform other actions. The caster can't change this instructions in the first round in which the creature is summoned.
-When casting the spell "Detect Animals/Plants", the caster has to know what is looking for or else will detect ANY animal or plant within the area of effect of the spell.