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Anitomical Damage?
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<blockquote data-quote="the Jester" data-source="post: 5970401" data-attributes="member: 1210"><p>I've always tied critical effects to, well, critical hits.</p><p></p><p>I have a system of "colorful critical hits" that I'll copy & paste for you. I'm not sure if this suits your taste or not, but my group loves it. Note that this also opens up things like magic weapons that give a bonus to critical severity, armor that reduces it, etc.</p><p></p><p>This is the last version of the system for 3.x; I have a subsequent version for 4e, but this is notated for 3e mechanics.</p><p></p><p><strong><u><span style="font-size: 18px">Colorful Critical hits in Cydra</span></u></strong></p><p></p><p>Whenever a creature suffers a critical hit in Cydra, check the severity on the following table. This adds both color and deadliness to critical hits and helps scar characters up, leaving them with interesting stories to tell.</p><p> </p><p>Some conditions below are marked with one, two or three asterisks. These designate the level of healing magic required to alleviate the condition, as follows:</p><p></p><p>*A cure light wounds will alleviate this condition. (Exception: it will not regrow a lost ear.)</p><p>**A cure moderate wounds will alleviate this condition.</p><p>***A cure serious wounds will alleviate this condition.</p><p></p><p>When a character in Cydra suffers a critical hit, the severity check is based on how much damage the character took relative to his<strong> current </strong>hit points. (This is an important part of the colorful critical hit system- otherwise, characters with high hit point totals will never take crits above 1d12 severity.)</p><p></p><p>Major Wound (less than half current hp): Roll1d12.</p><p>Grievous Wound (over ½ hp, still above 0): Roll 2d12</p><p>Incapacitating Wound (0 or less, still alive): Roll 4d8</p><p>Lethal Wound (dead): Roll 3d6+22</p><p></p><p>1* --- Break Finger, Toe or Nose; -1 to checks with hand/foot</p><p>2*** --- Lose 1d6 Teeth, -2 to Diplomacy, spell failure 2%/tooth</p><p>3* --- Break Ribs (1d6); take 1d6 nonlethal damage whenever you run/charge</p><p>4* --- Break Fingers (1d5) or Toes (1d5) or Lose an Ear; -2 to checks with hand/foot or to Listen checks.</p><p>5 --- Lose Shield (or off-hand weapon)</p><p>6 --- Disarmed</p><p>7** --- Break Hand, Foot, or Face; -2 to anything using injured part, take 1d4 nonlethal damage when attacking with it</p><p>8** --- Break Jaw; -2 to Bluff or Diplomacy, 20% verbal spell failure</p><p>9 --- Knocked Back 5’</p><p>10 --- Damage to Armor, Shield or Weapon as well as target</p><p>11 --- Staggered 1 round</p><p>12*** --- Break Lower Arm, Lower Leg or Collarbone; -4 to anything using injured part, aggravating it deals 1d6 nonlethal damage</p><p>13 --- Knocked Prone</p><p>14 --- Dazed 1 round</p><p>15 --- Muscle Damage; take 1d4 Str damage</p><p>16*** --- Break Upper Arm, Thigh or Sternum; -4 to anything using the injured part, aggravating it deals 1d6 lethal damage</p><p>17*** --- Hamstrung, -10’ speed</p><p>18 --- Lose an Eye</p><p>19 --- Lose Fingers (1d5) or Toes (1d5) or Nose</p><p>20 --- Deafened</p><p>21 --- Lose Hand or Foot </p><p>22 --- Internal Damage; take 1d4 Con damage</p><p>23 --- Stunned 1d4 Rounds </p><p>24 --- Lose Lower Arm or Lower Leg</p><p>25 --- Lower Jaw Ripped Free; -8 to Diplomacy checks, 75% spell failure</p><p>26 --- Gutted; take 1d6 Str and Dex damage, 50% chance to tangle feet each square of movement, which inflicts 1d6 hp of damage to the victim</p><p>27 --- Vocal Cords Destroyed; no speech or verbal spellcasting</p><p>28 --- Brain Damage, 1d4 points each of Int, Wis and Cha drain</p><p>29*** --- Knocked Unconscious 5d20 Minutes</p><p>30 --- Shattered Knee or Elbow; completely unusable, requires a regenerate to fix</p><p>31 --- Both Eyes Put Out, Blinded</p><p>32 --- Spine Shattered, Paralyzed (roll 1d6: 1– total; 2- neck down; 3- waist down; 4- left side; 5- right side; 6- arms only)</p><p>33 --- Throat Slit</p><p>34 --- Groin Destroyed</p><p>35 --- Heart Destroyed</p><p>36 --- Brain Destroyed</p><p>37 --- Decapitated</p><p>38 --- Unseemed from Nave to Crotch</p><p>39 --- Head Pulped</p><p>40 --- Cut in Half</p></blockquote><p></p>
[QUOTE="the Jester, post: 5970401, member: 1210"] I've always tied critical effects to, well, critical hits. I have a system of "colorful critical hits" that I'll copy & paste for you. I'm not sure if this suits your taste or not, but my group loves it. Note that this also opens up things like magic weapons that give a bonus to critical severity, armor that reduces it, etc. This is the last version of the system for 3.x; I have a subsequent version for 4e, but this is notated for 3e mechanics. [B][U][SIZE="5"]Colorful Critical hits in Cydra[/SIZE][/U][/B] Whenever a creature suffers a critical hit in Cydra, check the severity on the following table. This adds both color and deadliness to critical hits and helps scar characters up, leaving them with interesting stories to tell. Some conditions below are marked with one, two or three asterisks. These designate the level of healing magic required to alleviate the condition, as follows: *A cure light wounds will alleviate this condition. (Exception: it will not regrow a lost ear.) **A cure moderate wounds will alleviate this condition. ***A cure serious wounds will alleviate this condition. When a character in Cydra suffers a critical hit, the severity check is based on how much damage the character took relative to his[B] current [/B]hit points. (This is an important part of the colorful critical hit system- otherwise, characters with high hit point totals will never take crits above 1d12 severity.) Major Wound (less than half current hp): Roll1d12. Grievous Wound (over ½ hp, still above 0): Roll 2d12 Incapacitating Wound (0 or less, still alive): Roll 4d8 Lethal Wound (dead): Roll 3d6+22 1* --- Break Finger, Toe or Nose; -1 to checks with hand/foot 2*** --- Lose 1d6 Teeth, -2 to Diplomacy, spell failure 2%/tooth 3* --- Break Ribs (1d6); take 1d6 nonlethal damage whenever you run/charge 4* --- Break Fingers (1d5) or Toes (1d5) or Lose an Ear; -2 to checks with hand/foot or to Listen checks. 5 --- Lose Shield (or off-hand weapon) 6 --- Disarmed 7** --- Break Hand, Foot, or Face; -2 to anything using injured part, take 1d4 nonlethal damage when attacking with it 8** --- Break Jaw; -2 to Bluff or Diplomacy, 20% verbal spell failure 9 --- Knocked Back 5’ 10 --- Damage to Armor, Shield or Weapon as well as target 11 --- Staggered 1 round 12*** --- Break Lower Arm, Lower Leg or Collarbone; -4 to anything using injured part, aggravating it deals 1d6 nonlethal damage 13 --- Knocked Prone 14 --- Dazed 1 round 15 --- Muscle Damage; take 1d4 Str damage 16*** --- Break Upper Arm, Thigh or Sternum; -4 to anything using the injured part, aggravating it deals 1d6 lethal damage 17*** --- Hamstrung, -10’ speed 18 --- Lose an Eye 19 --- Lose Fingers (1d5) or Toes (1d5) or Nose 20 --- Deafened 21 --- Lose Hand or Foot 22 --- Internal Damage; take 1d4 Con damage 23 --- Stunned 1d4 Rounds 24 --- Lose Lower Arm or Lower Leg 25 --- Lower Jaw Ripped Free; -8 to Diplomacy checks, 75% spell failure 26 --- Gutted; take 1d6 Str and Dex damage, 50% chance to tangle feet each square of movement, which inflicts 1d6 hp of damage to the victim 27 --- Vocal Cords Destroyed; no speech or verbal spellcasting 28 --- Brain Damage, 1d4 points each of Int, Wis and Cha drain 29*** --- Knocked Unconscious 5d20 Minutes 30 --- Shattered Knee or Elbow; completely unusable, requires a regenerate to fix 31 --- Both Eyes Put Out, Blinded 32 --- Spine Shattered, Paralyzed (roll 1d6: 1– total; 2- neck down; 3- waist down; 4- left side; 5- right side; 6- arms only) 33 --- Throat Slit 34 --- Groin Destroyed 35 --- Heart Destroyed 36 --- Brain Destroyed 37 --- Decapitated 38 --- Unseemed from Nave to Crotch 39 --- Head Pulped 40 --- Cut in Half [/QUOTE]
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