Gianni_the_Mystic
First Post
From my initial playtest of 5e, I found its use of 4e crit rules to be a little boring. While I never loved the potential letdown of roll-to-confirm in 3.5, crits feel too mundane when you know what will happen every time.
The next time I play, I will be trying the following crit charts. NPCs will still deal max damage on a crit, but PCs (and potentially key villains) will roll a second die and use the result from the corresponding chart by damage type:
BLUDGEONING
1-10 Maximum damage
11-12: Double damage
13: Leg (x2 damage and can't move for one round)
14: Right Arm (x2 damage and held item lands 10 feet away)
15: Left Arm (x2 damage and held item lands 10 feet away)
16: Torso (x2 damage and knocked back 5 feet)
17: Spine (x2 damage and stunned for one round)
18: Head - Side (x2 damage and deafened for one minute)
19: Head - Skullcap (x2 damage and knocked prone)
20: Head - Face (x3 damage, prone and stunned for one round)
SLASHING
1-10 Maximum damage
11-12: Double damage
13: Leg (x2 damage and half movement until healed)
14: Right Arm (x2 damage and arm is disabled until healed)
15: Left Arm (x2 damage and arm is disabled until healed)
16: Chest (x2 damage and 5 damage/round until healed)
17: Gut (x2 damage and 10 damage/round until healed)
18: Head - Cheek (x2 damage and can't speak clearly until healed)
19: Head - Forehead (x2 damage and blinded for one round)
20: Head - Neck (x3 damage and free attack on adjacent foe if killed)
PIERCING
1-10 Maximum damage
11-12: Double damage
13: Knee (x2 damage and can't move for one round)
14: Right Hand (x2 damage and hand is disabled until healed)
15: Left Hand (x2 damage and hand is disabled until healed)
16: Back (x2 damage and gain advantage on next attack)
17: Lung (x2 damage and 10 damage/round until healed)
18: Throat (x2 damage and can't speak until healed)
19: Heart (x3 damage)
20: Eye (x3 damage and blinded until healed)
MAGIC
1-10 Maximum damage
11-12: Double damage
13: Seismic (x2 damage and enemy is knocked prone)
14: Maddening (x2 damage and enemy is frightened for one round)
15: Binding (x2 damage and enemy is restrained for one minute)
16: Vampiric (x2 damage and caster heals 10 HP)
17: Deafening (x2 damage and enemy is deafened for one minute)
18: Dazzling (x2 damage and blinded for one round)
19: Forked (x2 damage and copy hits another foe within 10 feet for 1x damage)
20: Effortless (x2 damage and spell is not expended)
The descriptions are intentionally simple to allow for situational interpretation. For example, a "disabled" arm can just be chopped off if the victim is a mook who's unlikely to receive healing. A "binding" result on Shocking Grasp might reflect an enemy being frozen in shock or might manifest as "solid lightning" that holds someone in place. It's tempting to make the magic results super-weird, but perhaps that can come from DM descriptions.
This is definitely the kind of thing that would always be a rules module -- never core -- but it seems fun. And while some of these results are pretty powerful, giving the PCs an "imbalanced" boost on 2.5% of attacks does not seem like it would be game-breaking.
Any thoughts or suggestions? I won't get to try this for another week, so if anyone else tries it out, I'd love to hear feedback.
The next time I play, I will be trying the following crit charts. NPCs will still deal max damage on a crit, but PCs (and potentially key villains) will roll a second die and use the result from the corresponding chart by damage type:
BLUDGEONING
1-10 Maximum damage
11-12: Double damage
13: Leg (x2 damage and can't move for one round)
14: Right Arm (x2 damage and held item lands 10 feet away)
15: Left Arm (x2 damage and held item lands 10 feet away)
16: Torso (x2 damage and knocked back 5 feet)
17: Spine (x2 damage and stunned for one round)
18: Head - Side (x2 damage and deafened for one minute)
19: Head - Skullcap (x2 damage and knocked prone)
20: Head - Face (x3 damage, prone and stunned for one round)
SLASHING
1-10 Maximum damage
11-12: Double damage
13: Leg (x2 damage and half movement until healed)
14: Right Arm (x2 damage and arm is disabled until healed)
15: Left Arm (x2 damage and arm is disabled until healed)
16: Chest (x2 damage and 5 damage/round until healed)
17: Gut (x2 damage and 10 damage/round until healed)
18: Head - Cheek (x2 damage and can't speak clearly until healed)
19: Head - Forehead (x2 damage and blinded for one round)
20: Head - Neck (x3 damage and free attack on adjacent foe if killed)
PIERCING
1-10 Maximum damage
11-12: Double damage
13: Knee (x2 damage and can't move for one round)
14: Right Hand (x2 damage and hand is disabled until healed)
15: Left Hand (x2 damage and hand is disabled until healed)
16: Back (x2 damage and gain advantage on next attack)
17: Lung (x2 damage and 10 damage/round until healed)
18: Throat (x2 damage and can't speak until healed)
19: Heart (x3 damage)
20: Eye (x3 damage and blinded until healed)
MAGIC
1-10 Maximum damage
11-12: Double damage
13: Seismic (x2 damage and enemy is knocked prone)
14: Maddening (x2 damage and enemy is frightened for one round)
15: Binding (x2 damage and enemy is restrained for one minute)
16: Vampiric (x2 damage and caster heals 10 HP)
17: Deafening (x2 damage and enemy is deafened for one minute)
18: Dazzling (x2 damage and blinded for one round)
19: Forked (x2 damage and copy hits another foe within 10 feet for 1x damage)
20: Effortless (x2 damage and spell is not expended)
The descriptions are intentionally simple to allow for situational interpretation. For example, a "disabled" arm can just be chopped off if the victim is a mook who's unlikely to receive healing. A "binding" result on Shocking Grasp might reflect an enemy being frozen in shock or might manifest as "solid lightning" that holds someone in place. It's tempting to make the magic results super-weird, but perhaps that can come from DM descriptions.
This is definitely the kind of thing that would always be a rules module -- never core -- but it seems fun. And while some of these results are pretty powerful, giving the PCs an "imbalanced" boost on 2.5% of attacks does not seem like it would be game-breaking.
Any thoughts or suggestions? I won't get to try this for another week, so if anyone else tries it out, I'd love to hear feedback.