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<blockquote data-quote="Turhan" data-source="post: 2707684" data-attributes="member: 21856"><p>In the campiagns I've played in (mostly with the same group), we always "knew" that a critical hit would break something. Accordingly nothing could be broken without a critical hit. Therefore we said that anything borken could be cured at once by a cure critical wounds spell.</p><p></p><p>We allowed for the frequency of criticals and our overall lack of cleric PC's by saying the 4th level spell cure critical wounds could be made into a potion, balm or (house rule) a 'rune stone of healing.' This cure critical spell may solve GoJo's problem of borken limbs. I heartily advocate the use of the heal skill to set the bones however. That's why all of the PC's in my campaign tend to take a couple points of Healing skill.</p><p></p><p>We also have used, off and on, a way of deciding where a critical hit landed: a die. Sometimes we used a d6, d8, d10 or d12, depending on how crunchy we wanted the game to feel. We assigned a number to each body part arm, leg belly heart or head; sometimes also a hand, foot, neck or wing.... hence the various dice types. A d6 was easy at 4 limbs, the heart and the head. A critical to the head killed you dead. Death was real easy. Too easy, so I tended to move our games towards d8's, and d10's, with d12's for winged beasts.</p><p></p><p>At one time we used to use a different way of rolling a d20. We rolled a d6 and a d10. The d6 counted as the 'tens' part of the final roll: i.e., if a 1,2,3 came up that was a zero, to which you added the d10; if a 4,5,6 came up you had a Ten, to which you added the d10. This was how we developed different types of critical hits. On a '4, 0' roll, a d6= 4, d10= 0, you had a natural 20, but the "4" meant that the critical was a 'minor' critical that only did double damage. On a '5, 0' you still ahd a natural 20 but it was a serious wound that 'stunned' whatever it hit (like an arm, leg or head- leaving you unable to attack, or move, or perhaps even act). On a '6,0' this was a potentially fatal hit if you took teh critical to the heart, neck or head. The 6,0 also did triple damage, and it broke any bone it hit. This allowed us to get very descriptive in our combats too, in that we could say, "Oh yeah, I disemboweled that wretch." or, "How far did his head fly?" But the detail did take up more time.... and That took up my time when it came to recording the campaign notes.</p><p></p><p>This house rule was complicated and it frequently ended a combat way too soon. We phased it out when we went over to 3E. Since then we seldom use anything but the normal rule for criticals. On occasion I toss in a die roll to tell someone, "You got hit hard in the leg with that last spear thrust and you are stumbling, your leg feels nearly numb." I use my DM's fiat to add some of the gore factor back in to season the encounter.</p></blockquote><p></p>
[QUOTE="Turhan, post: 2707684, member: 21856"] In the campiagns I've played in (mostly with the same group), we always "knew" that a critical hit would break something. Accordingly nothing could be broken without a critical hit. Therefore we said that anything borken could be cured at once by a cure critical wounds spell. We allowed for the frequency of criticals and our overall lack of cleric PC's by saying the 4th level spell cure critical wounds could be made into a potion, balm or (house rule) a 'rune stone of healing.' This cure critical spell may solve GoJo's problem of borken limbs. I heartily advocate the use of the heal skill to set the bones however. That's why all of the PC's in my campaign tend to take a couple points of Healing skill. We also have used, off and on, a way of deciding where a critical hit landed: a die. Sometimes we used a d6, d8, d10 or d12, depending on how crunchy we wanted the game to feel. We assigned a number to each body part arm, leg belly heart or head; sometimes also a hand, foot, neck or wing.... hence the various dice types. A d6 was easy at 4 limbs, the heart and the head. A critical to the head killed you dead. Death was real easy. Too easy, so I tended to move our games towards d8's, and d10's, with d12's for winged beasts. At one time we used to use a different way of rolling a d20. We rolled a d6 and a d10. The d6 counted as the 'tens' part of the final roll: i.e., if a 1,2,3 came up that was a zero, to which you added the d10; if a 4,5,6 came up you had a Ten, to which you added the d10. This was how we developed different types of critical hits. On a '4, 0' roll, a d6= 4, d10= 0, you had a natural 20, but the "4" meant that the critical was a 'minor' critical that only did double damage. On a '5, 0' you still ahd a natural 20 but it was a serious wound that 'stunned' whatever it hit (like an arm, leg or head- leaving you unable to attack, or move, or perhaps even act). On a '6,0' this was a potentially fatal hit if you took teh critical to the heart, neck or head. The 6,0 also did triple damage, and it broke any bone it hit. This allowed us to get very descriptive in our combats too, in that we could say, "Oh yeah, I disemboweled that wretch." or, "How far did his head fly?" But the detail did take up more time.... and That took up my time when it came to recording the campaign notes. This house rule was complicated and it frequently ended a combat way too soon. We phased it out when we went over to 3E. Since then we seldom use anything but the normal rule for criticals. On occasion I toss in a die roll to tell someone, "You got hit hard in the leg with that last spear thrust and you are stumbling, your leg feels nearly numb." I use my DM's fiat to add some of the gore factor back in to season the encounter. [/QUOTE]
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