My House Rules...

I'll start with my "Combat Modifiers" Rule:
"For every point above the needed to-hit number rolled, add 1 point of damage."
(Simply; PC-A needs a 13 to hit Monster X, and rolls a 17. Add 3 points of damage to the total dealt from the attack...)
Then my "Critical Hit" rule:
"Any natural roll of 20 doubles all damage delivered."
(Pretty much a no-brainer...)
Then my "Critical Miss" rule:
"Any natural 1 results in an unfavorable situation..."
(I get to decide your fate, muhahahaha....)
All of this seems to favor fighters and monsters only, making them more powerful than ever, so...
"All spell casting times are merely reaction speed modifiers,
unless a larger or more specific casting time is required by the spell..."
All of this makes combat(as the rules apply for ALL combatants) faster and more deadly, as it should be..!
I did this because I realized no matter what weapon might be used against a medium to high-level character, there was practically no chance of killing them in one or two blows(no matter how skilled the attacker might be).
Now skilled
warriors can hew through ranks of poorly armored goons/monsters with the
speed and deadly effect of legendary fighters!
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