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<blockquote data-quote="the Jester" data-source="post: 1674418" data-attributes="member: 1210"><p>Here's the homebrewed system I use (I've been considering adding more 'levels' to the severity and maybe expanding the chart- we'll see).</p><p></p><p>When a character suffers a critical hit, roll severity based on the proportion of damage done vs. the victim's current hit points. (The reason for using current rather than total hp is that otherwise high hit point creatures could never suffer a grievous wound.) Thus, if a 6th-level fighter with 60 hp suffered a crit for 20 hp, it would be merely a major wound. If she then suffered a second crit for 45 hp (reducing her to -5) it would be an incapacitating wound.</p><p></p><p><strong>Severity[/i]</strong></p><p><strong>Major Wound (less than half current hp): Roll1d12.</strong></p><p><strong>Grievous Wound (over ½ hp, still above 0): Roll 2d12</strong></p><p><strong>Incapacitating Wound (0 or less, still alive): Roll 4d8</strong></p><p><strong>Lethal Wound (dead): Roll 3d6+22. </strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>1 Knocked Back 5’</strong></p><p><strong>2 Knocked Prone</strong></p><p><strong>3 Staggered 1 round</strong></p><p><strong>4 Dazed 1 round</strong></p><p><strong>5 Disarmed</strong></p><p><strong>6 Lose Shield (or off-hand weapon)</strong></p><p><strong>7 Break Finger, Toe or Nose; -1 to checks with hand/foot</strong></p><p><strong>8 Break Ribs (1d6); take 1d6 nonlethal damage whenever you run/charge</strong></p><p><strong>9 Lose 1d6 Teeth</strong></p><p><strong>10 Break Fingers (1d5) or Toes (1d5) or Lose an Ear</strong></p><p><strong>11 Break Hand, Foot, or Face; -2 to anything using injured part</strong></p><p><strong>12 Break Jaw; -2 to Bluff or Diplomacy, 20% verbal spell failure</strong></p><p><strong>13 Break Lower Arm, Lower Leg or Collarbone; -4 to anything using injured part, aggravating it deals 1d6 nonlethal damage</strong></p><p><strong>14 Damage to Armor, Shield or Weapon as well as target</strong></p><p><strong>15 Muscle Damage; take 1d4 Str damage</strong></p><p><strong>16 Internal Damage; take 1d4 Con damage</strong></p><p><strong>17 Break Upper Arm, Thigh or Sternum; -4 to anything using the injured part, aggravating it deals 1d6 lethal damage</strong></p><p><strong>18 Hamstrung, -10’ speed</strong></p><p><strong>19 Lose an Eye</strong></p><p><strong>20 Lose Fingers (1d5) or Toes (1d5) or Nose</strong></p><p><strong>21 Lose Hand or Foot </strong></p><p><strong>22 Deafened</strong></p><p><strong>23 Stunned 1d4 Rounds</strong></p><p><strong>24 Lose Lower Arm or Lower Leg</strong></p><p><strong>25 Lower Jaw Ripped Free; -8 to Diplomacy checks, 75% spell failure</strong></p><p><strong>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</strong></p><p><strong>27 Vocal Cords Destroyed; no speech or verbal spellcasting</strong></p><p><strong>28 Brain Damage, 1d4 points each of Int, Wis and Cha drain</strong></p><p><strong>29 Knocked Unconscious 5d20 Minutes</strong></p><p><strong>30 Shattered Knee or Elbow; completely unusable, requires a regenerate to fix</strong></p><p><strong>31 Both Eyes Put Out, Blinded</strong></p><p><strong>32 Spine Shattered, Paralyzed (roll 1d6: 1– total; 2- neck down; 3- waist down; 4- left side; 5- right side; 6- arms only)</strong></p><p><strong>33 Throat Slit</strong></p><p><strong>34 Groin Destroyed</strong></p><p><strong>35 Heart Destroyed</strong></p><p><strong>36 Brain Destroyed</strong></p><p><strong>37 Decapitated</strong></p><p><strong>38 Unseemed from Nave to Crotch</strong></p><p><strong>39 Head Pulped</strong></p><p><strong>40 Cut in Half</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>The beautiful thing about my system is that it reflects the damage done by a crit rather than determining it (so you'll only get your skull crushed if the crit already kills you).</strong></p><p><strong></strong></p><p><strong>Though I have been considering a magic weapon property that increases the severity of a crit... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></strong></p></blockquote><p></p>
[QUOTE="the Jester, post: 1674418, member: 1210"] Here's the homebrewed system I use (I've been considering adding more 'levels' to the severity and maybe expanding the chart- we'll see). When a character suffers a critical hit, roll severity based on the proportion of damage done vs. the victim's current hit points. (The reason for using current rather than total hp is that otherwise high hit point creatures could never suffer a grievous wound.) Thus, if a 6th-level fighter with 60 hp suffered a crit for 20 hp, it would be merely a major wound. If she then suffered a second crit for 45 hp (reducing her to -5) it would be an incapacitating wound. [b]Severity[/i] 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 Knocked Back 5’ 2 Knocked Prone 3 Staggered 1 round 4 Dazed 1 round 5 Disarmed 6 Lose Shield (or off-hand weapon) 7 Break Finger, Toe or Nose; -1 to checks with hand/foot 8 Break Ribs (1d6); take 1d6 nonlethal damage whenever you run/charge 9 Lose 1d6 Teeth 10 Break Fingers (1d5) or Toes (1d5) or Lose an Ear 11 Break Hand, Foot, or Face; -2 to anything using injured part 12 Break Jaw; -2 to Bluff or Diplomacy, 20% verbal spell failure 13 Break Lower Arm, Lower Leg or Collarbone; -4 to anything using injured part, aggravating it deals 1d6 nonlethal damage 14 Damage to Armor, Shield or Weapon as well as target 15 Muscle Damage; take 1d4 Str damage 16 Internal Damage; take 1d4 Con damage 17 Break Upper Arm, Thigh or Sternum; -4 to anything using the injured part, aggravating it deals 1d6 lethal damage 18 Hamstrung, -10’ speed 19 Lose an Eye 20 Lose Fingers (1d5) or Toes (1d5) or Nose 21 Lose Hand or Foot 22 Deafened 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 The beautiful thing about my system is that it reflects the damage done by a crit rather than determining it (so you'll only get your skull crushed if the crit already kills you). Though I have been considering a magic weapon property that increases the severity of a crit... ;)[/b] [/QUOTE]
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