Making max values more fun: Exploding Dice

The idea behind Exploding Dice is that when the max value is rolled, that dice is rolled again and the result is added to the running total. Makes “nat 20s” and max damage rolls more dramatic and exciting.

Restrictions to consider:
*Does not apply to health rolls

I do like exploding dice. I think a cap of 150% (minimum one bonus die) or something of the sort should be used.

How would this interact with a wild/chaos origin sorcerer’s exploding die be affected? Personally I think the bonus is weak and needs something.