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Critical Hit House Rule (and some thoughts on hit points and healing)

Murkmoldiev

First Post
TOTALLY RAD MAGIC AND ELEMENTAL CRIT CHART.

Critical wounds by failed saving throw against magical attacks- Fire, cold, acid, electricity, or Poison - a critical wound will result on a natural one or on a hit roll of 20 (and then confirmed ) with touch attacks ( Ray spells etc ).


Armor, Shield, and Equipment Damage


Acid, fire, lightning, and other lethal energies and substances can quickly destroy a character’s armor, every critical strike endangers the victim’s armor and equipment since the character already failed a saving throw.


All Elemental crits do Max, or double damage.


Force effects use Weapon crit.


Fire.


All crits with fire cause the target to be lit on fire - and cause metal to become hot per heat metal - 2d4 then 1 d4 then 1d4


FIRE- Victim takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another dex save DC 10 . Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)


A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.


FIRE CRIT Roll a d 8 .


1-4 On fire. Per above.

5. Belly burn .Skin on fire. Screaming and disadvantage until Con save DC 10 made.

6-8. Roll on Chart 2.

CHART 2.


1. Chest Burn .Screaming and staggered until Con Save DC 12 made. - fatigued.

2. Chest Frizzed. Screaming and staggered until Con Save DC 12 save made. - fatigued. Smoke inhaled Fort DC 20 or Stunned 1 round .

3. Torso fried - fatigued- stunned one round -Smoke inhaled Con Save DC 12 or . Then Screaming and stunned until Con Save DC 14

4. Throat Burned - Smoke inhaled - no speech till fully healed. Cant breathe untill Con Save DC 14made.


5. Head scorched hair burned off ( or helm melted ) disadvantage to all rolls untill fully healed due to shock.

6. Face burned, stunned one round, – disadvantage to all rolls and 1/2 move until healed .

7-8 Roll on Chart 3.

Chart 3.

1 Completly and Utterly Buninated -X 3 Damage. Double on fire ( 2d6 ).

2 One Eye 75 % or both 25 % burned out. Blinded. stunned for 1-6 rounds.

3 Severe Facial damage - 1-6 Comeliness. And stunned and blinded with pain for 1-6 rounds.

4 Super Facial damage - 1-10 Comeliness. And stunned and blinded with pain for 1-6 rounds.

5. Head and most of body Burned away- Death.

6. Entire body Incinerated. Death and No resurrection possible.



Cold D6. attacks include chill touch, cone of cold, Otiluke’s freezing sphere, white dragon or silver dragon breath, and the deathly touch of a lich.


All cold attacks cause frost bite and 1d6 damage + exustion level 1 minimally.


1. Powerfully Chilled 2d6 non lethal cold damage and become fatigued Until warmed up.

2. Brutal Chill 3 d 6 non lethal cold damage and become fatigued Until warmed up.

3. Brutal Chill Fort save DC 20 or take 4 d 6 non lethal cold damage and become fatigued Until warmed up.

4. Throat Chilled no speech till on Full HP

5-6 Roll on chart 2


Chart 2.


1. Scalp blasted stunned for 1-3 rounds

2. Face Frozen, victim blinded till on full HP, stunned 1 round plus slowed 1-10 rounds

3. Head frozen, victim blinded and deafened, and remains so until he receives a regenerate spell or similar healing magic Stunned 1 round, plus slowed 1-20 rounds

4. Head iced. victim blinded and deafened and remains so until he receives a regenerate spell or similar healing magic , stunned 1-3 rounds disadvantage to all rolls and 1/2 move. plus slowed 2-40 rounds.

5-6 roll on chart 3.


Chart 3. D6.


1. Completely and Utterly Freezinated 3x dam .Slowed till on full HP

2. Go into shock from cold- Con save DC 15 every round or stunned until save is made- + Strength and Dexterity halved for 2d6 rounds then Exhausted until warmed up.

3. Head Freeze. - 1d3 INT loss permanently. Stunned and blinded with pain for 1-6 rounds. Freezing distracts victim disadvantage on all rolls till warmed up. Blinded until on full hp.

4. Ice coating -1d3 INT loss permanently- Treat as Chill Metal spell + Go into shock from cold- Con save DC 15 every round or stunned until save is made- Strength and Dexterity halved for 2d6 rounds then Exhausted until warmed up.

5. Head and most of body frozen Solid.- Death.

6. Entire body Frozen then Explodes into Tiny Shards, each shard small enough to pass through the eye of a needle. No resurrection possible.


Acid attacks include Melf’s acid arrow, acid storm, the breath of a black or green dragon, the secretions of a black pudding, or the effects of holy water on certain undead.


Roll a D8


1-5. Belly burn .Skin melting . Screaming and stunned one round save made.

6-8. Roll on Chart 2.


CHART 2.


1. Chest Burn .Screaming and stunned until Con DC 10 made. - exhustion level 1

2. Chest Frizzed. Screaming and stunned until Con DC 12 save made. - Exhausted

3. Torso burned- Fumes Con DC 12 or 1d3 con damage. Screaming and staggered until Con DC 12 save made. - fatigued. .

4. Throat Burned - Fumes Con DC 12 1d4 con damage - no speech till fully healed. Cant breathe until Con DC 12 made.

5. Head and hair melted disadvantage to all rolls untill fully healed due to shock.

6. Face burned, stunned one round, Fumes Con DC 14 or 1d4 con damage.

7-8 Roll on Chart 3.


Chart 3.

1 Completely and Utterly melted -X 3 Damage. Fumes Con DC 15 or 1d4 con damage

2 One Eye 75 % or both 25 % burned out. Blinded. stunned for 1-6 rounds.

3 Severe Facial damage - 1-6 Comeliness. And stunned and blinded with pain for 1-6 rounds.

4 Super Facial damage - 1-10 Comeliness. And stunned and blinded with pain for 1-6 rounds.

5. Head and most of body Dissolved. Death.

6. Entire body Dissolved. Death and No resurrection possible.



Electricity includes various forms of magical lightning, shocking grasp, and the breath of a Behir or blue or bronze dragon. There is no distinction between electricity and lightning for critical strikes. Extra % Damage Dependant on amount of steel worn.

D8


1 Zapped . dazzled - disadvantage on attack rolls, Search checks, and Spot checks for 10 minutes

2 Powerfully Zapped *disadvantage on attack rolls, Search checks, and Spot checks for 30 minutes

3 Horridly Zapped-* - disadvantage on attack rolls, Search checks, and Spot checks for1 hour . Stunned for 1 round.

4. Throat blamed no speech till fully healed.

5 Eyes Blasted Stunned one round - blind.

6 -8 roll on Chart 2


CHART 2

1. Ear removed. Stunned for 1 round deafened

2. Head Zapped Disadvantage ot all rolls till fully healed Nervous system damaged: lose 1d4 of dexterity

3. Face Zapped, stunned 1d6 rounds, Disadvantage till healed lose 1d4 Dex and 1d 6 sanity.

4. Face Zapped, victim blinded, stunned 1-6 rounds. Lose 1-4 Dex, Int and 1d 20 Sanity.

5. Head Blasted, victim blinded and deafened, and remains so until he receives a regenerate spell or similar healing magic Stunned 1-6 rounds.3 x for dam. plus Lose 1-4 Dex, Int and 2d 20 Sanity.

6. Completely and Utterly Blasted . 3x dam .Temporary amnesia past (2d20) days. lose all spells memorized and past days XP.

7-8 Roll on Chart 3

Chart 3.


1 Severely Zapped Stunned* for 1-6 rounds and Blinded for 1-20 rounds

2 Go into shock Brutal ZAP. Paralyzed for 1-6 Stunned for 1-6 rounds. Then rounds then Blinded for 1-20 .

3 Head Zap- Permanently Blinded.* lose 1- 3 dex permanently - Paralyzed for 1-6 rounds. Then Stunned for 1-6 rounds.

4 Full Body Zap. Lose 1- 3 dex permanently -Permanently Blinded- Paralyzed for 1-10 rounds. Stunned for 1-10 rounds. Total amnesia. Character becomes a first level commoner.

5. Head and most of body blown away.- Death.

6. Central nervous system acts as a super conductor and lights the body up like a Christmas tree- providing witnesses with a fine light show, before Exploding into a fine hot grey powder that quickly turns into a pale mist and evaporates. DEATH. No Ressurection Possible.



Poison. - unlike other effect a 1 does not cause double damage. D12.



1 Poison confuses for 1-6 rounds.
2 Poison stunns for 1-6 rounds.
3 Poison Fatigues for 1-6 hours
4 Poison Exhausts for 1-6 hours.
5. Sickens character for 1-6 hours.
6. Temporary insanity, lasts for 3d6 days and Sanity Halved.
7. Lingering results- poison won't leave system for 1d4+2 days and there will be "flashbacks" which do 10-80% of poison damage
8. Unusually high dosage, effects MAX and roll again with a d 10.
9. Bad effect. One score lowered 1-8 permanently.
10. Many dangerous effects. Roll 1-3 times on a d 12 .
11. Allergic reaction. Death. Thrashes 1 d6 times and utters 1 d 10 nonsensical words before pooping, peeing and dieing.
12. Supernatural reaction. Poison will never leave body.Falls backwards , asks “ Is there Wizards ? “ and is stone cold dead before hitting the ground. Nothing short of a wish can be rid of the poison. No resurrection possible.
 

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LandOfConfusion

First Post
The magical crit charts are hilarious. We always have fun with funny descriptions of someone having a very bad day. Again Dark Heresy has something similar and it's fun to throw in a catastrophic death scene in the middle of a fight. :)
 

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