Custom Crit (Hit and Fumble) Charts by Attack Type - Feedback Request

Custom Crit (Hit and Fumble) Charts by Attack Type - Feedback Request

I think I'm too lost in the weeds and I can't be objective anymore. Can I get some feedback on these? Specifically:

  1. If the 'severity' or 'benefit' increases with the number rolled.
  2. Any options that just don't seem to make sense.
  3. Something you think is TOO weak or op.
  4. Any other feedback, which is very welcome at this point!

Thanks!

Edit: after looking at this post, it's so long... if anybody can actually make it through this nightmare of a list, I'll owe you one ❤️

https://preview.redd.it/yg0zwe9nw3ah1.png?width=1317&format=png&auto=webp&s=c048244f3b1eac5184a08328f034c7c8f6c9d393

Category Attack Type Roll Range Roll Min Roll Max Name Description
Critical Hit Melee 1-9 1 9 Rattled Target cannot take reactions until its next turn.
Critical Hit Melee 10-18 10 18 Charge Push target 5 ft back.
Critical Hit Melee 19-27 19 27 Blitz You push the target back 10 ft.
Critical Hit Melee 28-36 28 36 Distracted Target suffers disadvantage on its next attack.
Critical Hit Melee 37-45 37 45 Disorient You knock the target off balance, their next attack against it has advantage.
Critical Hit Melee 46-54 46 54 Topple You knock the target prone.
Critical Hit Melee 55-63 55 63 Crippling Wound Targets speed is reduced by half for 1 minute.
Critical Hit Melee 64-72 64 72 Bleeding Wound Target takes 1d6 damage at start of each turn until bandaged.
Critical Hit Melee 73-81 73 81 Surprising Inspiration The next fumble from any ally against any creature is automatically a critical hit.
Critical Hit Melee 82-90 82 90 Stunning Blow Target is stunned until the end of its next turn.
Critical Hit Melee 91-99 91 99 Unexpected Opportunity Immediately make another attack against the same target.
Critical Hit Melee 100 100 100 Legendary Blow Double critical max damage!
Critical Hit Ranged 1-9 1 9 Rattled Target cannot take reactions until its next turn.
Critical Hit Ranged 10-18 10 18 Crippled Target's speed is reduced by 10 ft until the end of their next turn.
Critical Hit Ranged 19-27 19 27 Pinned Target cannot move voluntarily until it uses a full round to free itself.
Critical Hit Ranged 28-36 28 36 Distracted You distract the target, their next attack against it has advantage.
Critical Hit Ranged 37-45 37 45 Hamstring The target falls prone.
Critical Hit Ranged 46-54 46 54 Disarming Strike You knock an item loose from the target's hand.
Critical Hit Ranged 55-63 55 63 BOOM Headshot Target is dazed and can only make a movement next turn.
Critical Hit Ranged 64-72 64 72 Bleeding Wound Target takes 1d6 damage at start of each turn until bandaged.
Critical Hit Ranged 73-81 73 81 Devastating Shot Target is stunned until end of its next turn.
Critical Hit Ranged 82-90 82 90 Ricochet Shot Make a free attack against the next closest hostile creature.
Critical Hit Ranged 91-99 91 99 Inspired Aim Your next attack is an automatic success.
Critical Hit Ranged 100 100 100 Perfect Shot Double critical max damage!
Critical Hit Spell 1-9 1 9 Rattled Target cannot take reactions until its next turn.
Critical Hit Spell 10-18 10 18 Escalation Add an additional 1d4 force damage.
Critical Hit Spell 19-27 19 27 Target Glows All attacks against targeted creature have advantage until next turn.
Critical Hit Spell 28-36 28 36 Panic The target is frightened until end of its next turn.
Critical Hit Spell 37-45 37 45 Sudden Force Target is knocked prone by magical force.
Critical Hit Spell 46-54 46 54 Reflection Spell affects one additional creature within 10 ft of target.
Critical Hit Spell 55-63 55 63 Awed Presence Target is stunned until end of next turn.
Critical Hit Spell 64-72 64 72 Lingering Pain Magic deals 1d6 force damage next round.
Critical Hit Spell 73-81 73 81 Inspired Assault Immediately cast a cantrip as a bonus action.
Critical Hit Spell 82-90 82 90 Mass Effect Spell affects all hostile creatures within 10 ft of target.
Critical Hit Spell 91-99 91 99 Expanded Mind You regain a spell slot equal to or lower than the spell cast. You do not expend a spell slot this round.
Critical Hit Spell 100 100 100 Arcane Surge Double critical max damage and regain a spell slot equal to or lower than the spell cast.
Critical Fumble Melee 1-9 1 9 Hesitation Your weapon sticks momentarily, lose your reaction until next turn.
Critical Fumble Melee 10-18 10 18 Bungled You drop one item that is currently held in either hand.
Critical Fumble Melee 19-27 19 27 Disarmed Your weapon flies 10 ft away.
Critical Fumble Melee 28-36 28 36 Off Balance Your movement is halved until next turn.
Critical Fumble Melee 37-45 37 45 Exposed You are knocked prone and your turn immediately ends.
Critical Fumble Melee 46-54 46 54 Loose Footing Your next attack suffers disadvantage.
Critical Fumble Melee 55-63 55 63 Overextended All creatures gain advantage on their next attack against you.
Critical Fumble Melee 64-72 64 72 Misstep You slip and hit a nearby object and take 1d4 damage.
Critical Fumble Melee 73-81 73 81 Self-inflicted Strike You take normal weapon damage.
Critical Fumble Melee 82-90 82 90 Dazed You can only make half your movement next turn and no actions.
Critical Fumble Melee 91-99 91 99 Weapon Break Your equipped weapon is broken until repaired after combat.
Critical Fumble Melee 100 100 100 Catastrophic Blunder You are knocked unconscious until the end of your next turn or after taking damage.
Critical Fumble Ranged 1-9 1 9 Misfire You lose your reaction until next turn.
Critical Fumble Ranged 10-18 10 18 Bungled You drop one item that is currently held in either hand.
Critical Fumble Ranged 19-27 19 27 Jammed Your weapon jammed and will require a full action to clear/reset it.
Critical Fumble Ranged 28-36 28 36 Off Balance Your movement is halved until next turn.
Critical Fumble Ranged 37-45 37 45 Lost Line of Sight Your next attack is at disadvantage.
Critical Fumble Ranged 46-54 46 54 Overextended You strain your arm/hand, take 1d4 damage.
Critical Fumble Ranged 55-63 55 63 Friendly Fire An ally within 15 ft takes damage equal to your proficiency bonus.
Critical Fumble Ranged 64-72 64 72 Self-inflicted Strike You take normal weapon damage.
Critical Fumble Ranged 73-81 73 81 Exposed Until the start of your next turn, all creatures have advantage on attacks against you.
Critical Fumble Ranged 82-90 82 90 Not So Friendly Fire You accidentally hit the nearest ally for normal weapon damage.
Critical Fumble Ranged 91-99 91 99 Weapon Break String snaps or mechanism breaks, unusable until repaired after combat.
Critical Fumble Ranged 100 100 100 Disastrous Misfire You take full weapon damage and fall prone.
Critical Fumble Spell 1-9 1 9 Your Spell Fizzles The spell slot is consumed with no effect.
Critical Fumble Spell 10-18 10 18 Sparks Erupt You are now glowing and humming until the end of your next turn.
Critical Fumble Spell 19-27 19 27 Shock You fall prone from the arcane shock.
Critical Fumble Spell 28-36 28 36 Half Range The current spells range is halved.
Critical Fumble Spell 37-45 37 45 Doubt Your next spell attack has disadvantage.
Critical Fumble Spell 46-54 46 54 Wild Surge Roll a d8. The spell's damage type changes to: ACD, CLD, FIR, FORC, LTNG, NEC, PSY, or THND.
Critical Fumble Spell 55-63 55 63 Backfire Magical backlash deals 1d6 force damage (plus 1d6 every 3 PC levels) to you.
Critical Fumble Spell 64-72 64 72 Misfire The spell affects a random valid target in your line of sight instead.
Critical Fumble Spell 73-81 73 81 Self-inflicted Strike The spell now targets you instead, if applicable.
Critical Fumble Spell 82-90 82 90 Dazed You can only make half your movement next turn and no actions.
Critical Fumble Spell 91-99 91 99 Arcane Explosion All creatures within 15 ft (except you) take 2d6 force damage.
Critical Fumble Spell 100 100 100 Catastrophic Backlash Take damage equal to the spell's normal damage and you are stunned until end of next turn.
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u/bigpahparay — 8 days ago

Dnd 5e one-shot recommendations for a party of three experienced players

So, we unfortunately lost enough players to cancel our regularly scheduled monthly session. I have three players who can still show and I don't have anything queued up for only three people.

I absolutely don't mind buying a module/pack/whatever but I need recommendations that are geared for three players.

What are some of y'all's favorites!? Thanks ❤️

reddit.com
u/bigpahparay — 12 days ago

I need testers for my Dice Rolling app

I have just created a developer account on Google Play and for my first app, I need to have 12 people to agree to a 2 week test phase. The apps I plan on releasing are mainly for myself and my TTRPG players to use, so they'll be free but I also don't plan on reaching large audiences or anything. They're all simple tools and reference apps.

Actual request: I need 12 people to be added to my tester list and just use the app a couple of times over 2 weeks.

Unfortunately, I don't have a way to compensate anybody for their time. What I can agree to easily though is if you ever need a tester, I will do whatever I can to help you out.

If you can help, just post a reply here and I'll privately message you requesting your email address.

Title: Dice Roller TTRPG

App Name: Dice Roller

What it does: You can select any die type and any amount of each and then roll them. It also creates a log that is downloadable as a CSV file.

Key Features:

  1. Has all the standard TTRPG dice
  2. Allows you to roll any combination of die needed
  3. Keeps a running log (visible) that is also downloadable, and can be reset at any time

Goal: Testing to allow me publishing access

Giveaway: N/A

Link: N/A

reddit.com
u/bigpahparay — 21 days ago