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Critical Effects: Critiques Wanted
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<blockquote data-quote="Lord Vangarel" data-source="post: 37055" data-attributes="member: 223"><p><strong>Just to let you know . . .</strong></p><p></p><p>I worked out the changes to on your system that I spoke about and ran them through some sample playtests last night. Basically the changes made are: </p><p></p><p>Standard size modifiers affect hit locations</p><p>Critical effects are determined as a percentage of the damage inflicted to the current hit points rather than a d20 roll (categories <50%, 51-70%, 71-85%, 86-95%, 96%+)</p><p>Purely for descriptive purposes targets who drop below zero suffer critical effects as follows -1 to 5 minor, 6-7 light, 8 moderate, 9 serious, 10 critical.</p><p></p><p>What tended to happen in the tests were targets who had decent hit points sufferred light or minor wounds, once the characters started dropping to lower hit points death became a real possibility. This meshed with my view of how criticals should effect higher level characters. I feel they should add flavour and added danger but not necessarily threaten instant death. As the battles got longer the critical effects began to stack up and really add a sense of terror without the thought of a very lucky shot, a bad save roll and death to a much loved long developed character.</p></blockquote><p></p>
[QUOTE="Lord Vangarel, post: 37055, member: 223"] [b]Just to let you know . . .[/b] I worked out the changes to on your system that I spoke about and ran them through some sample playtests last night. Basically the changes made are: Standard size modifiers affect hit locations Critical effects are determined as a percentage of the damage inflicted to the current hit points rather than a d20 roll (categories <50%, 51-70%, 71-85%, 86-95%, 96%+) Purely for descriptive purposes targets who drop below zero suffer critical effects as follows -1 to 5 minor, 6-7 light, 8 moderate, 9 serious, 10 critical. What tended to happen in the tests were targets who had decent hit points sufferred light or minor wounds, once the characters started dropping to lower hit points death became a real possibility. This meshed with my view of how criticals should effect higher level characters. I feel they should add flavour and added danger but not necessarily threaten instant death. As the battles got longer the critical effects began to stack up and really add a sense of terror without the thought of a very lucky shot, a bad save roll and death to a much loved long developed character. [/QUOTE]
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Critical Effects: Critiques Wanted
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