As presented, critical hits are a bit underwhelming (especially for monsters, which do not enjoy the benefits of extra critical dice from magic weapons). Therefore, we are using the following house rule for critical hits to give them a bit more “oomph.”
When you roll a critical hit, you inflict maximum damage for the attack as normal. In addition, the target is dazed until the end of your next turn. The dazed condition inflicts the following effects:
- You grant combat advantage.
- You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can’t take immediate actions or opportunity actions.
- You can’t flank an enemy.
The idea behind critical hits dazing a target is to replicate what we see in many action/adventure movies and television shows: a lucky, powerful blow that makes the target reel in pain and gather their wits while the attacker gets to look extra-cool. As the campaign progresses, I might decide to change this house rule, but it seems like a good compromise between buffing up crits and capturing the narrative feel of certain media.
I may also decide that a crit has other situational effects, depending on the nature of the attack, the exact situation, and the like. For example, if you crit with tide of iron or opening shove, I might decide that the attack pushes the target more than one square. Such effects will be adjudicated on a case-by-case basis to add to the flavor and fun of a given encounter.