jmucchiello wrote:
There have been several threads about this and no official answer that I'm aware of.
I pointed out on a thread that rolling exactly 20 on a d16 just picks different magic number (whether it is 16 because you have a +4 bonus or 13 because you have a +7 bonus). So that rule by itself doesn't make sense. How I've interpreted is listed below.
{Entering speculation zone}
This is my solution for this. DCCRPG may end up doing something else but I think this is consistent and does not require weird exceptional rules.
A normal hit occurs when:
The action's resulting value after all modifiers are applied exceeds the target's AC
OR You roll the maximum value on the Action die. When this condition is applied you cannot score a critical hit.
A critical hit occurs when:
You roll the maximum value on the Action die (20 on a d20, 16 on a d16, etc.)
AND the action's resulting value (after all modifiers are applied) must equal or exceed 20
AND you have to beat the target AC (can't crit with a miss, see normal hit above).
A fumble occurs when:
You roll a 1 on the Action die.
Unfortunately, we also have to deal with the fact that some classes have an expanded threat range. Does 19,20 mean you also crit on 15,16 if rolling a d16 and the others are true?
I like a "natural rolls" rule, where the expanded threat range is 16,20 or 14,16,20 if you get to three crit range. Then you can just say any die that lands on one of these results is a crit, regardless of die rolled. This does mean that any character* rolling less than a d20 that is not a warrior will not be getting crit results, which is okay.
*I think Halflings just get the expanded threat range of 16,20 when fighting with two weapons.