Critical Effects: Critiques Wanted

I have a question about your fire and cold criticals...how do you determine when these occur? I have these occur when someone rolls a 1 on a save vs. one of these effects. However, I don't like the fact that the spellcaster doesn't get to determine whether he does a critical by how well he rolls. Or do you only use these criticals for special cases like falling into lava and not as a result of a spell attack?

Also, do you include acid damage in the fire category?
 

log in or register to remove this ad

Yea, I would include Acid in with Fire, since the effects are more or less similar. Just replace "cinders" with "dissolved" when describing what happens to the poor blighter who gets a high acid crit! ;)

And...about the spell damage...it never occured to me that avoiding fire and lighting are REFLEX saves and therefore not subject to crits.

D'OH!

Hows that for making someone feel stupid? LOL

Having the spellscaster roll a critical effect if the target badly fails a save works very well for the purposes of the charts. Thanks for pointing that out to me!
 

I had just copied the text into Word and was coming back to ask those very questions! :p


Having targets be subject to the critical effects on a natural 1 works for me.

I was also thinking that there should be some effect for sonic attacks too. Like permanent deafness and stuff like that.
 
Last edited:

Even as we post I am editing in the rules about spells that inflict damage only going to the CritEffects chart if the target rolls a natural 1 on their save.

Thanks WarBunny.

I am also describing exactly what an "injury modifier" is.

Good idea on the sonic damage causing permanent deafness. Ill add that into the "Optional permanent injury" rules down at the bottom.
 




BUMP! All recently discussed changes have been made. I have changed the Injury Modifier to Injury Penalty since thats a better description of what it is, and defined just what an Injury Penalty is and how its applied. Ive added a chance for permanent deafness from sonic attacks, and delineated that acid damage is rolled on the "fire" table. Finally, I stated that spells that cause damage only make use of the Crit Effects table if the target rolls a natural 1 on their save to avoid damage.

As always! Critique away! :-D
 

One minor nitpicky thing...you state in your system:
"To decrease the lethality of this system, you can have the attacker only roll on the Critical Effects chart only if the critical check results in a natural 20, regardless of the threat range of the weapon."

I would say "To decrease the lethality of this system and/or preserve weapon balance, ..."

Also, I think if I used your system I would include some additional effects based on weapon damage type to add flavor. For example, under Light wounds I would add that if the weapon was a puncture weapon the victum bleeds at 1 hp/round until healed or bandaged with a successful heal check. Also, if the weapon is a blunt weapon, the victum is dazed for 1 round. I would rearrange your chart a bit to include critical levels and descriptions in the same area so you don't have to jump around. Something like this:

Light: Bleeding gashes, punctures, or contusions. The victim suffers a -2 injury penalty until healed. Additional effects:
Puncture: victum bleeds 1hp/round until healed or bandaged with a heal skill check.
Slashing: injury penalty increased by an additional -1.
Blunt: victum is dazed for 1 round
Fire: For 2 rounds only, intense pain causes additional -2 injury penalty.
Cold: Numbing effect causes victums initiative modifier to be at -10 for the next 10 minutes.
Leg wound: victum moves at 1/2 speed
Head wound: victum is stunned for 1d3 rounds if a Fortitude save is missed.

Under each 'level' of critical wound you could describe special cases where additional effects occur based on location of the hit and weapon damage type used and all effects that apply would stack.

Really, your system is great as is, and possibly I"m overdoing the game effects of criticals. However, I have found when using the Rolemaster charts that people do like the fact that blunt weapons do more stunning effects and puncture weapons do more bleeding effects, etc.

I'd like to know what other people think...is the increased effects due to damage type something you would want?
 

I understand your suggestions, and see how they could improve the realism of the system, but I think it would bog things down a bit for a DM to have to account for all those situations and modifiers. Not to mention the bookkeeping of having the players keep track of all their bleeding. I tried to do this as much as possible, all the while keeping it simple, by listing specific effects for each of the different types of damage. For example, I could have given Fire crits a higher injury penalty, since burns are so incredibly painful, but I elected not to for the sake of simplicity and speed.

And in Rolemaster, bleeding a few HP per round wasnt such a catastrophe when even a 1st level character could have upwards of 30 or 40 hit points. To get the same effect in DnD you would have to change it to bleeding 1hp ever 3rd or 4th round (most RM characters have about 3.5 times the hp of their DnD counterparts). Also, adding the 1hp per round of bleeing essentially gives all slashing weapons the "of wounding" magical ability and imbalances slashers in favor of other weapons. The same holds for bludgeoning weapons automatically dazing victims. The bleeding rules wont sway things too much at higher levels when characters are wielding dozens of hit points, but at lower levels, a fighter could bleed to death very quickly. Real? Yup. Fair? Not exactly, given the number of fights PCs encounter.

And as for jumping around in the wound descriptions, I separated out the various effects to make it easier for a DM to simply ignore things like fractures and severs if he wanted to. Im trying to arrange this so a Dm can use as much or as little of it as he wants.

I will make the grammatical change you suggested though!
 

Remove ads

Top