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<blockquote data-quote="FireLance" data-source="post: 5665968" data-attributes="member: 3424"><p>Some time ago, in response to a thread about giving 4E minions extra effects when they roll a critical hit, I suggested the following table:</p><p style="margin-left: 20px"><strong>Critical Hit Table (roll 1d8)</strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">1 - Head strike: The target suffers blurred vision and treats all its enemies as having concealment until the end of its next turn. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2 - Chest strike: The target staggers backward and is pushed 1 square. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">3 - Gut strike: The target is winded and grants combat advantage to all attackers until the end of its next turn.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">4 - Interfering strike: The target is hit in the arm and takes a -2 penalty to attack rolls until the end of its next turn.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">5 - Kneecap strike: The target loses its balance and falls prone.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">6 - Foot strike: The target's movement is hampered and it is slowed until the end of its next turn.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">7 - Arterial strike: The target starts bleeding profusely and takes 4 ongoing damage (save ends). This increases to 8 ongoing damage if the attacker is 11th or higher level, and 12 ongoing damage if the attacker is 21st or higher level. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">8 - Vitals strike: The target is hit in a sensitive area and takes 5 extra damage. This increases to 10 extra damage if the attacker is 11th or higher level, and 15 extra damage if the attacker is 21st or higher level.</p><p>I didn't mention it at the time, but I actually had two other uses planned for this table.</p><p></p><p>First, I thought about using it as an alternate at-will attack (either replacing an existing at-will or "bought" with a feat), for those who want a bit more variety and unpredictablility in their combats. The PC makes a melee basic attack, and if he hits, he also gets an extra effect determined by the roll of 1d8.</p><p></p><p>Second, it could also be used as a called shot table. If the PC really wants to get a specific benefit, he picks that benefit and makes a melee basic attack. If he hits, he gets to roll 1d8. If the benefit he wants is within 1 number of the die roll (and the table "wraps round", so both 7 and 1 are within 1 number of 8), he gets the benefit. Otherwise, he just deals normal damage. The PC can increase the chances of getting a specific effect by taking a penalty to the attack roll. A -2 penalty lets him get the selected effect if it is within 2 numbers of the die roll, and a -4 penalty lets him get the selected effect if it is within 3 number of the die roll. The penalty cannot be increased further.</p><p></p><p>I had considered creating similar tables for encounter and daily attacks, but I wasn't really able to come up with enough distinct effects at the right level of power that would tie into the flavor of hitting a specific part.</p><p></p><p>Anyway, this is how I would do called shots in 4E if I really wanted to.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5665968, member: 3424"] Some time ago, in response to a thread about giving 4E minions extra effects when they roll a critical hit, I suggested the following table: [INDENT][B]Critical Hit Table (roll 1d8)[/B] 1 - Head strike: The target suffers blurred vision and treats all its enemies as having concealment until the end of its next turn. 2 - Chest strike: The target staggers backward and is pushed 1 square. 3 - Gut strike: The target is winded and grants combat advantage to all attackers until the end of its next turn. 4 - Interfering strike: The target is hit in the arm and takes a -2 penalty to attack rolls until the end of its next turn. 5 - Kneecap strike: The target loses its balance and falls prone. 6 - Foot strike: The target's movement is hampered and it is slowed until the end of its next turn. 7 - Arterial strike: The target starts bleeding profusely and takes 4 ongoing damage (save ends). This increases to 8 ongoing damage if the attacker is 11th or higher level, and 12 ongoing damage if the attacker is 21st or higher level. 8 - Vitals strike: The target is hit in a sensitive area and takes 5 extra damage. This increases to 10 extra damage if the attacker is 11th or higher level, and 15 extra damage if the attacker is 21st or higher level.[/INDENT]I didn't mention it at the time, but I actually had two other uses planned for this table. First, I thought about using it as an alternate at-will attack (either replacing an existing at-will or "bought" with a feat), for those who want a bit more variety and unpredictablility in their combats. The PC makes a melee basic attack, and if he hits, he also gets an extra effect determined by the roll of 1d8. Second, it could also be used as a called shot table. If the PC really wants to get a specific benefit, he picks that benefit and makes a melee basic attack. If he hits, he gets to roll 1d8. If the benefit he wants is within 1 number of the die roll (and the table "wraps round", so both 7 and 1 are within 1 number of 8), he gets the benefit. Otherwise, he just deals normal damage. The PC can increase the chances of getting a specific effect by taking a penalty to the attack roll. A -2 penalty lets him get the selected effect if it is within 2 numbers of the die roll, and a -4 penalty lets him get the selected effect if it is within 3 number of the die roll. The penalty cannot be increased further. I had considered creating similar tables for encounter and daily attacks, but I wasn't really able to come up with enough distinct effects at the right level of power that would tie into the flavor of hitting a specific part. Anyway, this is how I would do called shots in 4E if I really wanted to. [/QUOTE]
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