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Critical Hit additional effects?
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<blockquote data-quote="Charles Lyssimk" data-source="post: 7321705" data-attributes="member: 6932774"><p><strong>critical hits/called shots</strong></p><p></p><p>if u let ur pc's designate the area they r attacking, they should do so with negative modifiers to hit, called shots should b harder to land than normal atacks. it is far more difficult to exact a called shot then the normal situational strike. called shots r harder cuz they have 2 b precise, not only that but said pc may not b n a good position to directly attack an area on the enemy's body. not only that but land a called shot on ur opponents neck n they r done unless they have great armo secifically around the neck. critical charts r great. we roll 1 d 10, to determine what part of the body u critically hit. then we roll 1d100 for the exact effect. </p><p> example critical hit and roll 3-chart 54- effect +weapon type (slashing, blunt, piercing.) so with a longsword, 3-54 would b, non lead leg, deep gash just above the knee. x2 dmg, stun 1 round, bleed 1 per rnd untill bound. and -2 to movement until bound and either cure moderate wounds or time enough time passes. </p><p> my crit. charts start at 1-01 deep cut acrossed shield hand fingers, +3 dmg, loose initiative next rnd. all the way up to 9-99, say piercing this time tho for the weapon type. bridge of nose, arrow enters between the eyes, exits the new hole n the back of head. dead nearly instantly. with nearly everything n between. 5-65 blunt weapon, lower torso, downward impact, pelvis broken, x2 dmg/ stun 5min/ bleed n bruise 1 per rnd./ loose initiative/ 1/4 movement until healed magically or over time. </p><p> critical spell failure charts, by spell type. (direct dmg, area of effect, or indirect effect spells like grease, levetate, charm, i.e. spell failure charts r alot harder to make if u ask me. </p><p> critical fumble charts, 1 d 100, could b over extending, throwing ur weapon, breaking ur weapon (magic weapons n items get saving throw) u could even damage urself. very low probability. </p><p> i used to run a 2.5 edition d n d campiagn, actuslly 3 seperate ones, with all diff players. a hobby shop callesd 'infinite frontiers' used to pay me when i was a kid to run campaigns. they had to b 100% original too. i used characters from books, made up ones, guest pc's (pc's that played cameo roles sorta, and were only around for a few sessions. we played 3 hours 2 nights weekly, or up to 5 hrs once every 2 weeks, different groups, i let them decide the hours. after all i was getting paid cash n store credit. </p><p> i wish i could find a group to game with nowadays. would b way better at dm'ing now that i am 20 years older and i would not b doing it as a job</p><p> sorry to take up so much of ur time to read this all. my name is charles and how the hell r ya, i'm just fine hope ur the same. good future, good games and good luck.</p></blockquote><p></p>
[QUOTE="Charles Lyssimk, post: 7321705, member: 6932774"] [b]critical hits/called shots[/b] if u let ur pc's designate the area they r attacking, they should do so with negative modifiers to hit, called shots should b harder to land than normal atacks. it is far more difficult to exact a called shot then the normal situational strike. called shots r harder cuz they have 2 b precise, not only that but said pc may not b n a good position to directly attack an area on the enemy's body. not only that but land a called shot on ur opponents neck n they r done unless they have great armo secifically around the neck. critical charts r great. we roll 1 d 10, to determine what part of the body u critically hit. then we roll 1d100 for the exact effect. example critical hit and roll 3-chart 54- effect +weapon type (slashing, blunt, piercing.) so with a longsword, 3-54 would b, non lead leg, deep gash just above the knee. x2 dmg, stun 1 round, bleed 1 per rnd untill bound. and -2 to movement until bound and either cure moderate wounds or time enough time passes. my crit. charts start at 1-01 deep cut acrossed shield hand fingers, +3 dmg, loose initiative next rnd. all the way up to 9-99, say piercing this time tho for the weapon type. bridge of nose, arrow enters between the eyes, exits the new hole n the back of head. dead nearly instantly. with nearly everything n between. 5-65 blunt weapon, lower torso, downward impact, pelvis broken, x2 dmg/ stun 5min/ bleed n bruise 1 per rnd./ loose initiative/ 1/4 movement until healed magically or over time. critical spell failure charts, by spell type. (direct dmg, area of effect, or indirect effect spells like grease, levetate, charm, i.e. spell failure charts r alot harder to make if u ask me. critical fumble charts, 1 d 100, could b over extending, throwing ur weapon, breaking ur weapon (magic weapons n items get saving throw) u could even damage urself. very low probability. i used to run a 2.5 edition d n d campiagn, actuslly 3 seperate ones, with all diff players. a hobby shop callesd 'infinite frontiers' used to pay me when i was a kid to run campaigns. they had to b 100% original too. i used characters from books, made up ones, guest pc's (pc's that played cameo roles sorta, and were only around for a few sessions. we played 3 hours 2 nights weekly, or up to 5 hrs once every 2 weeks, different groups, i let them decide the hours. after all i was getting paid cash n store credit. i wish i could find a group to game with nowadays. would b way better at dm'ing now that i am 20 years older and i would not b doing it as a job sorry to take up so much of ur time to read this all. my name is charles and how the hell r ya, i'm just fine hope ur the same. good future, good games and good luck. [/QUOTE]
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Critical Hit additional effects?
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