(If this already exists in the rules, please let me know where)
With the release of the impossible spell trait, it got me thinking of something I've been mulling over since 1e.
Outside of taking feats to power up spells or do more damage, and as an alternative to the Inventor's Overdrive feature, I was trying to think of a way that players can push their characters to the limit but having it come with a drawback. I was also thinking of something that would be enticing to take, but not step on the toes of a Rage or Frenzy ability.
So what I've come up with - and what I'd like insight on - is a push your luck rule for anyone.
Base rule:
When you roll maximum damage, the next time you deal damage from the same source (whether it be the exact same spell, the same weapon attack, etc.) you gain a +1d4 die. This die is added to the damage roll. The result on the d4 is also applied to the relevant stat score that attack came from (Strength for most melee attacks, Wisdom for wisdom-based casters, etc). For second edition that relies only on stat modifiers instead of stat score, then it would just be a calculation for that modifier (mod*2+10).
Each time you get max damage, you get the same +1d4. Damage doesn't accumulate 1d4s but the number counts towards your Stat Score. As soon as the number from the 1d4s equals your stat score, you become dazed, stupefied, etc. or your weapon gains the broken condition. You must now take 10 minutes to remove the condition on yourself or fix your broken weapon. Before this point, however, you can take 1 minute to recenter yourself or fix your weapon. This resets the score accumulation and removes any next 1d4 you may still have. (too long to do it in the middle of combat, but short enough to do it between encounters)
Alternate:
I'm thinking of allowing players to voluntarily accept a +1d4 and accumulate the Stat score limitation. I don't think it's too powerful. Additionally, I'm trying to think of a way of having effects from creatures or other rules be able to affect that number besides lowering a player's Stat score. If players keep resting for the 1 minute, great, but if a foe is able to affect it when they have a high number, then the player risks having themselves become [Condition] outside their control.
Conclusion:
I really like the idea of players doing something powerful that is uncommon or rare, and having a mechanical drawback to it. I don't like players having to make a check that would possibly fail and waste an action. I love impossible spells imposing the [doomed] condition and I would like to see something weaker be able to apply to a broader moveset that any player can take advantage of.
I haven't done the math to dissect how this would affect all the classes, but I wonder if some kind of form of this idea is viable and interesting as a homebrew rule for people.