Thank you again Anthony! I think i’ll give the spells a shot at dealing exploding damage. I was thinking of differentiating between the spells that are “Spell Attacks” and those that require “Spell Saves” and only have the spell attacks have exploding damage (minus cantrips of course). This makes sense to me as those spells are the only ones that would typically have a critical hit where as spell saves don’t.
As for improved critical, I think it makes the most sense to increase the exploding range but maybe make it only work for weapons with a d6 damage die or greater. Unsure yet. I think itll require more playtesting.
And yes, I want them to manage resources better and this seems like the right way to do it. I originally tried increasing the damage of monster attacks but that has caused its own set of problems.
Really appreciate you taking the time to respond to my comments here and hash this out with me. I thoroughly enjoy tinkering with the rules and enjoy even more discussing them with other GM’s. Cheers!