cleaverthepit wrote:
How about
Natural 20 - get to swing again
Uh, isn't this just another way of saying the 3e critical hit rule? In 3e, essentially, on a natual 20, you roll to hit again to confirm, and if you hit, you do double damage, and if you don't, you do regular damage.
In this rule, if you roll a natual 20, you roll to hit again, and if you hit, you get to roll two weapon damage dice (aka double damage), and if you don't, you do regular damage.
The only real difference being in how it's presented to the players. In 3e, you roll to confirm the crit. In this, you roll to see if you hit again. Same difference though.
FYI, in my games, on a a natual 20, the damage gains a bonus equal to the difference in AC hit vs. the AC of the opponent to reflect armored protection.
For instance, a roll to hit of 22 against a chain mailed opponent with AC of 16 will do an extra 6 points of damage. While the same to hit roll against an unarmored opponent will do an extra 12 points of damage. It reflects how it's dealier to be hit with no or lesser armor.
Also, another to hit roll is done to see if weapon damage is additionally doubled, ala confirming the crit.
It makes crits quite powerful. Crits are feared in my game which is how I think it should be.