egomann said:
There are flaws in the HM critical system. IMHO AC is taken into account too much, and Size and Hit Dice are not taken into account enough.
Consider that a Critical Hit by a Halfling with a short sword is capable of cutting a Brontosaurus in half. It's AC of 5 has much more bearing on the effect of the critical hit than his 30 hit dice.
I see what you're saying - but that's an easy fix. The tables already account for size differences in hit location. In addition, I'll apply a modifer to the Severity Level of Attacker's Size Modifer - Defender's Size Modifier. So, a halfling (+1) attacks a Gargantuan creature (-4) for a Size Modifier (SM) of 5. If you take the SL formula I posted above you get:
(TH-5) - (AC-20) - SM +1 for each crit multiplier of the weapon over x2
The largest swing results in Fine creatures losing 16 off their SL (attacking a Colossal creature), resulting in a maximum base SL of 8. The result of which, no Fine creature will cleave in half a Colossal one. However, a Colossal creature who manages to hit a Fine creature will find his MINIMUM base SL is 16, resulting in severe damage for every crit.
I think I'll also change the d8 rolled in addition to the SL to find the final Severity. Under HM's rules, you use the penetration rules for the d8. That can also result in wild swings in the final Severity. I think I'll replace that with a d10 roll on the following chart:
Roll .....Add
1-2.....-2
3-4.....-1
5-6.....+0
7-8.....+1
9-10....+2
That will result in a more narrow band, and less chance for an "instakill" result.
Also, I think I'm replacing the "Shock" effect with the Fatigued rules. It's not as brutal, but I think it can serve as a penalty for internal bleeding. Note that becoming Fatigued again (through any means!) will result in being Exausted as normal.
Still looking for a way to do the Migraines and Seizure Disorder in D20 with existing rules...
Finally, I think I'm going to combine all this with the Death and Dying variant in UA. That's the one that replaces the -10 buffer with a Fort save. The end result there should be less death from massive amounts of damage, and more survivability from random crits. In turn, the dangers of combat will shift slightly away from instant death, to the threat of permanant scarring or disfigurement. Death will still be possible (and in some cases likely!) but not as prevalent as before.