GlassJaw
Hero
I used to be vehemently opposed to crit charts. But as I worked on my own ruleset and watching shows like Rome, I've been more and more interested in at least exploring some possibilities.
When designing new rules or deciding whether to incoporate variant rules into my game, I always think about what I want the new rules to accomplish. I start with the fluff first. Just adding rules to your game for the sake of new rules is the wrong approach. One I have a clear idea what I want to accomplish, I start to think about the in-game consequences for the characters and how it will affect the players. Those are two different but related issues. Bottom line: does it make the game more enjoyable or will the new rules just frustrate the players.
First off, I would never use them in a "standard" D&D game. The core D&D ruleset doesn't attempt to emulate any "real-world" situations and I don't feel a hit chart system belongs.
My interest for a hit chart system is to further emulate brutal and realistic combat and the effects that occur when highly trained individuals swing sharp metal blades at lightly armored opponents. I want combat to be deadly and possibly result in the loss of limbs. I like to use the phrase "any punk with a gun" - regardless of their level, the PC's still need to be concerned about entering combat with any opponent.
That said, any new system that increases the chances of some kind of negative effect will end up affecting the players moreso than the NPC's. With a hit chart system, especially one that could result in the loss of limbs, I have a few criteria:
1. Since the effects could be significant and long-lasting, I don't want the chance of occurence to be completely random.
2. The player should know if their character is about to be put in harm's way and they should have some chance of avoiding it (even if it is costly or not a guarantee). For this reason, I think a hit location system works best if action points are used as well.
3. The skill/level/ability of the character should be a factor in whether they can avoid serious injury. A 1st level character may be able to land a serious blow against a 20th level character but it should be very difficult.
4. If serious injury or the loss of a limb does occur, there should be an in-game mechanism for some kind of recovery, even if it isn't 100%.
5. The system should minimize die-rolling as much as possible. I'm going to start by using the crit confirmation roll to determine the effects.
When designing new rules or deciding whether to incoporate variant rules into my game, I always think about what I want the new rules to accomplish. I start with the fluff first. Just adding rules to your game for the sake of new rules is the wrong approach. One I have a clear idea what I want to accomplish, I start to think about the in-game consequences for the characters and how it will affect the players. Those are two different but related issues. Bottom line: does it make the game more enjoyable or will the new rules just frustrate the players.
First off, I would never use them in a "standard" D&D game. The core D&D ruleset doesn't attempt to emulate any "real-world" situations and I don't feel a hit chart system belongs.
My interest for a hit chart system is to further emulate brutal and realistic combat and the effects that occur when highly trained individuals swing sharp metal blades at lightly armored opponents. I want combat to be deadly and possibly result in the loss of limbs. I like to use the phrase "any punk with a gun" - regardless of their level, the PC's still need to be concerned about entering combat with any opponent.
That said, any new system that increases the chances of some kind of negative effect will end up affecting the players moreso than the NPC's. With a hit chart system, especially one that could result in the loss of limbs, I have a few criteria:
1. Since the effects could be significant and long-lasting, I don't want the chance of occurence to be completely random.
2. The player should know if their character is about to be put in harm's way and they should have some chance of avoiding it (even if it is costly or not a guarantee). For this reason, I think a hit location system works best if action points are used as well.
3. The skill/level/ability of the character should be a factor in whether they can avoid serious injury. A 1st level character may be able to land a serious blow against a 20th level character but it should be very difficult.
4. If serious injury or the loss of a limb does occur, there should be an in-game mechanism for some kind of recovery, even if it isn't 100%.
5. The system should minimize die-rolling as much as possible. I'm going to start by using the crit confirmation roll to determine the effects.
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