unan oranis
First Post
here's my system:
Critical hits; all normal rules apply *plus* roll the critical hit die, an oversized d12 that has 11 conditions on it (dazed, stunned, slowed etc) and one "amputate" label.
The dm describes the hit according to your roll (a "slow" might be a blow to the knee's for example), and the condition rolled is applied to the target, save ends.
Unless you rolled "amputate" in which case you roll again, and the condition applied is either permanent or until end of encouter (dm choice).
A roll of amputate twice in a row is instant death. This goes way out of the design style of 4e, but we play with a lot of old-schoolers; change to double damage or ignore according to taste.
--
Critical misses; on a natural one roll vs level. This is done by rolling a d30 (finally usefull!), and if you roll your level or lower, ignore the fumble.
Else, roll the critical fumble die, an oversized d6 with effects written on each face such as:
trip (drop prone)
impale (roll basic attack damage on yourself)
break (weapon/attack loses a magical "+", or shatters)
throw (dm choice where it lands)
missfire (roll basic attack vs adjacent ally, if any)
drop (weapon drops at feet)
Well thats it; our group finds the one or two extra rolls to be a lot of fun, and we now have three new interesting dice waiting to be rolled sitting in front of the dm screen.
Nothing brings a cheer like a bbeg's devestating attack getting slipped up by a banana peel!
Critical hits; all normal rules apply *plus* roll the critical hit die, an oversized d12 that has 11 conditions on it (dazed, stunned, slowed etc) and one "amputate" label.
The dm describes the hit according to your roll (a "slow" might be a blow to the knee's for example), and the condition rolled is applied to the target, save ends.
Unless you rolled "amputate" in which case you roll again, and the condition applied is either permanent or until end of encouter (dm choice).
A roll of amputate twice in a row is instant death. This goes way out of the design style of 4e, but we play with a lot of old-schoolers; change to double damage or ignore according to taste.
--
Critical misses; on a natural one roll vs level. This is done by rolling a d30 (finally usefull!), and if you roll your level or lower, ignore the fumble.
Else, roll the critical fumble die, an oversized d6 with effects written on each face such as:
trip (drop prone)
impale (roll basic attack damage on yourself)
break (weapon/attack loses a magical "+", or shatters)
throw (dm choice where it lands)
missfire (roll basic attack vs adjacent ally, if any)
drop (weapon drops at feet)
Well thats it; our group finds the one or two extra rolls to be a lot of fun, and we now have three new interesting dice waiting to be rolled sitting in front of the dm screen.
Nothing brings a cheer like a bbeg's devestating attack getting slipped up by a banana peel!