Asmor
First Post
Brief note: When I started writing this, I was going to ask for suggestions about letting undead take critical hits and sneak attack damage. I had an idea I liked and ran with it. So that's why it prolly seems a bit disjointed.
I like to use undead. I really do. They're like the swiss army knife of villainy. Perfect dungeon inhabitants, excellent cannon fodder, awesome big bads. Everything dies. You have a really cool idea for an enemy? Half-doppleganger nega-elf sorcerer 3/paladin 5/blackguard 7? Make is an undead half-doppleganger nega-elf sorcerer 3/paladin 5/blackguard 7 and crank that sucker up to 11!
Now, one problem with using the undead is that whole "No critical hits, no sneak attacks" mumbo jumbo. I suppose it's cool if you're the type of RBDM who likes to see your players hobbled and barely able to do anything, but I'm the type of RBDM who likes to see my players kick serious ass (because that means I get to throw even bigger, nastier, undead...er things at 'em!).
So I could just go ahead and say "Ok, just ignore all that aforementioned mumbo jumbo. You roll a threat, go ahead and confirm it. You sever a tendon or something." But like most things, I could see that having unintended consequences. Would it make undead severely weaker if they were subject to the harder hits?
It's also kind of hard to explain flavorwise. I'm almost thinking it would make more sense to make an alternate critical hit system, where instead of just doing extra damage you did something more debilitating.
So you know what, that's what I'll do.
Asmor's Revised Critical Hits & Sneak Attack system
Rule 0: Everything is subject to critical hits and sneak attacks.
Rule 0.5: Everything is written as if you're using a bladed weapon against a fleshy opponent. If you're using a hammer or fighting an ooze (or using a hammer against an ooze in some bizarre reenactment of every Gallagher performance ever) and really need an appropriate description, just make something up. You know a joint outta place, you sever a big chunk of jelly. Keep all penalties the same.
Rule 0.75: Things without constitution can still take con damage, RAW be damned. Just reduce their HP and saves as appropriate. I'll let you figure out what that means, it's ain't rocket science.
Rule 0.99: It's late and I'm tired. Apparently I have more trouble caging my sardonic sense of humor when it's late and I'm tired.
When you confirm a critical hit, roll NORMAL weapon damage and apply it normally. On top of that, roll a d20 and add the damage you dealt as a modifier. If your weapon is a x3 weapon, add double the damage to the die roll. If it's a x4 weapon, add triple damage. Then, consult the following table.
When you would deal sneak attack damage, only roll normal weapon damage. Add that, plus the number of sneak attack dice you have, to a d20. For example, if you do 5 damage and have 3d6 sneak attack, you'd roll 1d20+8.
If you just critted AND would do sneak attack damage, just smoosh the two together. Yeah, if you critted with a x3 weapon you'd double the sneak attack dice too. Too bad you rogues always use pansy x2 weapons.
Whether you're doing a sneak attack or a critical hit, only count physical damage (i.e. stuff that would be multiplied in a critical hit. Don't count energy damage and such).
Following Table
1-5: You just scored a critical hit and rolled less than 6? What kinda pansy are you? Ok, fine. Your target gets -1 to all his social charisma-based rolls for the next 24 hours because you messed up his manicure or something. Pansy.
6-10: Your "mighty" blow dazes the enemy for one round. Yeah, you show 'im who's boss!
11-15: Your blade slices cleanly through flesh, severing something that might have been important. Your enemy takes 1d6 ability damage. Roll a d10 for type of ability damage: 1-4: Strength 5-8: Dexterity 9-10: Constitution
16-20: Boy howdy, he'll be feeling that in the morning! As above but deeper, more vital, etc. 1d6+2 ability damage.
21-25: Have you been working out? You damn near severed somethin'! 2d6 ability damage.
26-30: You just severed a limb. Roll a d6: 1-2: Left arm. 3-4: Right arm. 5: Left leg. 6: Right leg. In addition, he takes 2d6 ability damage. Hope there's a bucket of ice handy...
31+: Now THAT'S a critical hit. Your enemy must immediately make a Fortitude save, DC 15+the modifier you used on this roll. If they fail, they're immediately knocked unconscious. If they fail by 5 or more, they're dead.
I like to use undead. I really do. They're like the swiss army knife of villainy. Perfect dungeon inhabitants, excellent cannon fodder, awesome big bads. Everything dies. You have a really cool idea for an enemy? Half-doppleganger nega-elf sorcerer 3/paladin 5/blackguard 7? Make is an undead half-doppleganger nega-elf sorcerer 3/paladin 5/blackguard 7 and crank that sucker up to 11!
Now, one problem with using the undead is that whole "No critical hits, no sneak attacks" mumbo jumbo. I suppose it's cool if you're the type of RBDM who likes to see your players hobbled and barely able to do anything, but I'm the type of RBDM who likes to see my players kick serious ass (because that means I get to throw even bigger, nastier, undead...er things at 'em!).
So I could just go ahead and say "Ok, just ignore all that aforementioned mumbo jumbo. You roll a threat, go ahead and confirm it. You sever a tendon or something." But like most things, I could see that having unintended consequences. Would it make undead severely weaker if they were subject to the harder hits?
It's also kind of hard to explain flavorwise. I'm almost thinking it would make more sense to make an alternate critical hit system, where instead of just doing extra damage you did something more debilitating.
So you know what, that's what I'll do.
Asmor's Revised Critical Hits & Sneak Attack system
Rule 0: Everything is subject to critical hits and sneak attacks.
Rule 0.5: Everything is written as if you're using a bladed weapon against a fleshy opponent. If you're using a hammer or fighting an ooze (or using a hammer against an ooze in some bizarre reenactment of every Gallagher performance ever) and really need an appropriate description, just make something up. You know a joint outta place, you sever a big chunk of jelly. Keep all penalties the same.
Rule 0.75: Things without constitution can still take con damage, RAW be damned. Just reduce their HP and saves as appropriate. I'll let you figure out what that means, it's ain't rocket science.
Rule 0.99: It's late and I'm tired. Apparently I have more trouble caging my sardonic sense of humor when it's late and I'm tired.
When you confirm a critical hit, roll NORMAL weapon damage and apply it normally. On top of that, roll a d20 and add the damage you dealt as a modifier. If your weapon is a x3 weapon, add double the damage to the die roll. If it's a x4 weapon, add triple damage. Then, consult the following table.
When you would deal sneak attack damage, only roll normal weapon damage. Add that, plus the number of sneak attack dice you have, to a d20. For example, if you do 5 damage and have 3d6 sneak attack, you'd roll 1d20+8.
If you just critted AND would do sneak attack damage, just smoosh the two together. Yeah, if you critted with a x3 weapon you'd double the sneak attack dice too. Too bad you rogues always use pansy x2 weapons.
Whether you're doing a sneak attack or a critical hit, only count physical damage (i.e. stuff that would be multiplied in a critical hit. Don't count energy damage and such).
Following Table
1-5: You just scored a critical hit and rolled less than 6? What kinda pansy are you? Ok, fine. Your target gets -1 to all his social charisma-based rolls for the next 24 hours because you messed up his manicure or something. Pansy.
6-10: Your "mighty" blow dazes the enemy for one round. Yeah, you show 'im who's boss!
11-15: Your blade slices cleanly through flesh, severing something that might have been important. Your enemy takes 1d6 ability damage. Roll a d10 for type of ability damage: 1-4: Strength 5-8: Dexterity 9-10: Constitution
16-20: Boy howdy, he'll be feeling that in the morning! As above but deeper, more vital, etc. 1d6+2 ability damage.
21-25: Have you been working out? You damn near severed somethin'! 2d6 ability damage.
26-30: You just severed a limb. Roll a d6: 1-2: Left arm. 3-4: Right arm. 5: Left leg. 6: Right leg. In addition, he takes 2d6 ability damage. Hope there's a bucket of ice handy...
31+: Now THAT'S a critical hit. Your enemy must immediately make a Fortitude save, DC 15+the modifier you used on this roll. If they fail, they're immediately knocked unconscious. If they fail by 5 or more, they're dead.
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