[RPG] What are the consequences of removing the potential for critical hit extra damage on spell attacks

balancecritical-hitdnd-5ehouse-rules

Current table has a house rule that spells attacks can not deal extra damage through critical hits. They have the rule that you can critically succeed or fail on a natural 20 or 1 on saving throws.

I brought up how I was worried about how this would affect the balance of the game, fairly certain this would impair characters who are primarily casters in the long run. (Most of the PCs are half casters or not at all, save for mine and a couple others.)

I was told they are going with this ruling because it is more balanced, but I'm not convinced. Could someone with a more thorough understanding of the rules elaborate on how this could unbalance the game? Or am I just worried over nothing?

This is a pay to play table that I've already paid a subscription for so I'd like to not be told to just walk away as an answer. The DM has told me if there really is a balancing issue he'd see to fixing it.

2nd half of this question.

Best Answer

It would be very unbalanced, especially in the long-run

I understand some of the logic behind this: some cantrips can critically-hit, and those would deal lots of damage when they do hit despite being cantrips. However, what the DM fails to realize is that a Rogue can also do this much damage or more with a Sneak Attack Critical, and on a hit-die (1D8 for the Rogue) that is equal-to or greater-than the three typical dedicated spellcasters: Wizards (1D6), Sorcerers (1D6), or Warlocks (1D8).

This means that a smart-enough Rogue can deal more damage on a critical, has more health than a dedicated spellcaster, and does so on a higher frequency, since, to get Sneak Attack Damage, they have to be rolling to hit on-Advantage (which is why some Rogues never go anywhere without an ally near them), which improves the likelihood of at least one of the dice rolling a Critical.

A Critical Hit doubles the number of dice rolled for damage, or, for some DMs who would rather simplify it, it doubles the amount of damage rolled on the standard amount of dice.

Let's compare:

  • The Eldritch Blast Cantrip makes a Ranged Spell Attack and, when it hits, it does 1D10 Damage. The "average" roll for 1D10 is 5-6 points of damage. A Critical Hit would deal 2D10 points of damage, which averages to around 11. This will critically-hit at a 5% chance.
  • A Rogue with a Light Crossbow makes a Ranged Sneak Attack, and, when it hits, it deals 1D8 points of damage. The Rogue rolls on Advantage, because they have to be doing so to get the Sneak Attack, and Rolling on Advantage roughly doubles your chance of critting, so, instead of having a 5% chance to roll a 20, the Rogue has ~10% chance to critically-hit. In-Addition, a First-Level Rogue rolls 1D6 in-addition to whatever damage they do, and, when you critically hit, those Sneak Attack Dice are doubled, too. So, that ends-up 2D8(9) + 2D6(7), or with an average damage of 16.

Saving Throw Spells

But there are other spells, yes. These force the opponent into performing a Saving Throw and can never critically succeed or critically fail. Many of them, especially at higher levels, still deal damage when the opponent succeeds their Saving Throw, but don't do as-much or don't cause additional effects.

In a sense, for a damage-dealing capability, the removal of the ability of Attack-Spells to critcally-hit makes them much-less preferable than Spells that cause Saving Throws, since Ranged Spell Attacks on-failure never do damage while most of the Saving-Throw spells are still useful when the opponent succeeds their DC.

But wait, your DM is allowing Critical Successes and Failures on Saving Throws! And this is where the balance really gets broken: Most of the spells that used Ranged Spell Attacks are designed to do moderate single-target damage, while the spells that cause Saving Throws either do a lot of damage and/or bestow a crippling effect on one target, or do a sizable amount of damage and/or a strong effect to multiple. Think of the Cleric's Spirit Guardians spell, which deals 3D8 damage on a failed save and half as much on a successful save. Adding critical successes and fails means that any opponent that enters the area or starts their turn there could take as little as 1/4th damage on a critially-successful save to as much as 6D8 damage on a critically-failed save.

Essentially, this ruling makes a great portion of the spells on the Spell lists much less useful, makes Saving Throw Spells much more preferable, and doesn't compensate the Spell-Attack spells for this reduction in viability.