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Critical Hit House Rule (and some thoughts on hit points and healing)
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<blockquote data-quote="Murkmoldiev" data-source="post: 6386812" data-attributes="member: 6777915"><p>I use this chart , but the critical has to be confirmed - otherwise its just regular double damage.</p><p></p><p>CONFIRMED CRITICAL CHART</p><p>Compiled by Murkmoldiev.</p><p></p><p>A Fighter of level 5+ adds 1d3 to the roll on chart one.</p><p> </p><p></p><p> Any time a piece of armor saves you from an effect it is destroyed. </p><p></p><p>On a confirmed crit - Roll a d 12 .</p><p></p><p>If crit is a comfirmed on a Natural 20 use chart #3.</p><p></p><p>Chart ONE </p><p> </p><p> </p><p>1 Power of the blow knocks opponent prone and back 5 ft.</p><p></p><p>2 Power of the blow causes opponent to fumble- Roll on fumble chart.</p><p></p><p>3. Your blow painfully hacks into foes leg. Your foe is knocked to the ground and unable to stand due to agony for 1 -10 rounds. Movement halved due to limping until healing received. </p><p></p><p>4 Your blow opens a painful wound in your opponents shield arm.( Shield will protect reducing damage to totally normal but destroying it. ) Anything held in hand is dropped and arm is incapacitated Until healing received.</p><p> </p><p>5 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated Until healing received..</p><p></p><p>6 Hard hit - Weapon does its damage dice again on final damage count.</p><p></p><p>7 Powerful Hit - Add the unmodified maximum weapon damage as extra damage on final damage count</p><p></p><p>8 Brutal Hit- roll modified damage again and add, extra Damage on final damage count.</p><p></p><p>9. Shattering blow - You destroy enemy’s weapon or shield and drive him prone with your smash. Extra Multiple.</p><p></p><p>10- 12 Roll on Chart 2.</p><p></p><p>------------------------</p><p>CHART 2 </p><p></p><p>1 If blow exceeds half total hit points it destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 1d6 damage per round until stanched. Anything held in the hand is dropped and victim must make a Con save DC 10 each round or fall unconscious. Shield protects or Heavy Gauntlets will protect ( but is destroyed ). </p><p>If the blow does not do over half the character HP then treat as arm hit as 4. Damage is EXTRA MULTIPLE.</p><p></p><p>2 If blow exceeds half total hit points it destroys your opponents arm at the elbow and blood gushes at the rate of 2d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a Con save DC 10 each round or fall unconscious.Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit as 4. EXTRA MULTIPLE</p><p></p><p></p><p>3 If blow exceeds half total hit points it destroys foot at the ankle. Blood gushes from the stump wound at 1d6 per round till stanched. Knocked to the ground and your opponent must make a Con save DC 10each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE.</p><p></p><p></p><p>4 . If blow exceeds half total hit points it destroys leg at the knee. Blood gushes from the stump wound at 2d6 per round till stanched. Knocked to the ground and your opponent must make a Con save DC 10 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE</p><p></p><p>5. If blow exceeds half total hit points it destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 3d6 per round till stanched. Knocked to the ground and your opponent must make a Con save DC 10 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on chart 4. EXTRA MULTIPLE</p><p></p><p>6 . Massive Chest Chop Foe exhausted ( Level 2 ) from Lung Bash till back on full HP and had a rest.. EXTRA MULTIPLE</p><p></p><p>7. Eye removed- stunned for one round - blinded in one eye. Visored helm protects. EM</p><p></p><p>8. Ear removed - Stunned for one round -deafened in one ear Helm protects. EM</p><p></p><p>9. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are stunnedfor 1-3 rounds. EXTRA MULTIPLE</p><p></p><p></p><p>10- 12 Roll on Chart 3 </p><p></p><p>------------------------</p><p>Chart 3.</p><p></p><p>1. Your strike smashes foes nose stunning him for 1- 3 rounds and blinding him for 1-3 rounds. Full helm protects against this.EM</p><p></p><p>2. Your blow strikes foes forehead also causes them to fall to the ground and drop any hand held items Foe is stunned for 1-3 rounds. Helmet protects against this.EM</p><p></p><p>3. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1 round. Foe must make Con save DC 15 or be knocked unconscious. Speech impossible till healed. Full helm protects against this. EM</p><p></p><p>4. Exceptional blow- weapon passes deep into body, Con save DC 15 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects. EM</p><p> </p><p>5. Throat slash - Muted. Bleeding 1d6 hp round. Med armor Gorget protects. EM</p><p></p><p>6. Throat cut -Muted - Two extra multiples. Bleeding 2d6 hp round. EM Heavy Armor Gorget Protects.</p><p></p><p>7. Hideous Blow - Weapon Passes through body Con save DC 15 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 2d6 hp round. Plate Protects.</p><p></p><p>8. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make Con save DC 20 or be knocked unconscious. Full helm protects against this. Two Extra Multiples</p><p></p><p>9.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples.</p><p></p><p>10 - 12 SUPER DOOPER HIT. Chart 4.</p><p></p><p> Roll 1d6.</p><p> </p><p>1. Your blow Cleaves foe in Twain. Your evil grimace causes all foes within 30ft to become frightened till end of combat.</p><p></p><p>2. Your blow pierces foes heart and drives through to the other side. Foe drops dead in 1d3 seconds. Your evil grimace causes all foes within 30ft to become frightened till end of combat.</p><p></p><p>3. Devastating hit to the head, your opponent staggers back for 1d6 yards and falls dead. Thrashes once. Your powerful slam fills you with hope. Any exhaustion or physical condition effects you suffer is removed and your burst of heroism shakes off some damage. You Heal 50% of your HP instantly and prior good effects.</p><p></p><p>4. Your attack drives through foes eye and into brain, Foe screams but dies instantly.</p><p>Your skill and confidence gains you an action surge! And prior effects.</p><p></p><p>5. With a cry of “There can be only one.” You behead the enemy. Foes head flies off in random direction, landing 1d20 feet away. Option to kick head if it flies off near enough. You receive all the good effects of 1-4</p><p></p><p>6. Wrath of the Gods of War, Attacker is filled with the wrath. And after chopping the foe down and flinging the body aside like a headless rag doll, he gets an immediate free move action and an Immediate free attack with advantage or action with a + 20 to the roll. As well as a Hero Point and all other 5 effects.</p></blockquote><p></p>
[QUOTE="Murkmoldiev, post: 6386812, member: 6777915"] I use this chart , but the critical has to be confirmed - otherwise its just regular double damage. CONFIRMED CRITICAL CHART Compiled by Murkmoldiev. A Fighter of level 5+ adds 1d3 to the roll on chart one. Any time a piece of armor saves you from an effect it is destroyed. On a confirmed crit - Roll a d 12 . If crit is a comfirmed on a Natural 20 use chart #3. Chart ONE 1 Power of the blow knocks opponent prone and back 5 ft. 2 Power of the blow causes opponent to fumble- Roll on fumble chart. 3. Your blow painfully hacks into foes leg. Your foe is knocked to the ground and unable to stand due to agony for 1 -10 rounds. Movement halved due to limping until healing received. 4 Your blow opens a painful wound in your opponents shield arm.( Shield will protect reducing damage to totally normal but destroying it. ) Anything held in hand is dropped and arm is incapacitated Until healing received. 5 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated Until healing received.. 6 Hard hit - Weapon does its damage dice again on final damage count. 7 Powerful Hit - Add the unmodified maximum weapon damage as extra damage on final damage count 8 Brutal Hit- roll modified damage again and add, extra Damage on final damage count. 9. Shattering blow - You destroy enemy’s weapon or shield and drive him prone with your smash. Extra Multiple. 10- 12 Roll on Chart 2. ------------------------ CHART 2 1 If blow exceeds half total hit points it destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 1d6 damage per round until stanched. Anything held in the hand is dropped and victim must make a Con save DC 10 each round or fall unconscious. Shield protects or Heavy Gauntlets will protect ( but is destroyed ). If the blow does not do over half the character HP then treat as arm hit as 4. Damage is EXTRA MULTIPLE. 2 If blow exceeds half total hit points it destroys your opponents arm at the elbow and blood gushes at the rate of 2d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a Con save DC 10 each round or fall unconscious.Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit as 4. EXTRA MULTIPLE 3 If blow exceeds half total hit points it destroys foot at the ankle. Blood gushes from the stump wound at 1d6 per round till stanched. Knocked to the ground and your opponent must make a Con save DC 10each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE. 4 . If blow exceeds half total hit points it destroys leg at the knee. Blood gushes from the stump wound at 2d6 per round till stanched. Knocked to the ground and your opponent must make a Con save DC 10 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE 5. If blow exceeds half total hit points it destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 3d6 per round till stanched. Knocked to the ground and your opponent must make a Con save DC 10 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on chart 4. EXTRA MULTIPLE 6 . Massive Chest Chop Foe exhausted ( Level 2 ) from Lung Bash till back on full HP and had a rest.. EXTRA MULTIPLE 7. Eye removed- stunned for one round - blinded in one eye. Visored helm protects. EM 8. Ear removed - Stunned for one round -deafened in one ear Helm protects. EM 9. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are stunnedfor 1-3 rounds. EXTRA MULTIPLE 10- 12 Roll on Chart 3 ------------------------ Chart 3. 1. Your strike smashes foes nose stunning him for 1- 3 rounds and blinding him for 1-3 rounds. Full helm protects against this.EM 2. Your blow strikes foes forehead also causes them to fall to the ground and drop any hand held items Foe is stunned for 1-3 rounds. Helmet protects against this.EM 3. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1 round. Foe must make Con save DC 15 or be knocked unconscious. Speech impossible till healed. Full helm protects against this. EM 4. Exceptional blow- weapon passes deep into body, Con save DC 15 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects. EM 5. Throat slash - Muted. Bleeding 1d6 hp round. Med armor Gorget protects. EM 6. Throat cut -Muted - Two extra multiples. Bleeding 2d6 hp round. EM Heavy Armor Gorget Protects. 7. Hideous Blow - Weapon Passes through body Con save DC 15 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 2d6 hp round. Plate Protects. 8. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make Con save DC 20 or be knocked unconscious. Full helm protects against this. Two Extra Multiples 9.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples. 10 - 12 SUPER DOOPER HIT. Chart 4. Roll 1d6. 1. Your blow Cleaves foe in Twain. Your evil grimace causes all foes within 30ft to become frightened till end of combat. 2. Your blow pierces foes heart and drives through to the other side. Foe drops dead in 1d3 seconds. Your evil grimace causes all foes within 30ft to become frightened till end of combat. 3. Devastating hit to the head, your opponent staggers back for 1d6 yards and falls dead. Thrashes once. Your powerful slam fills you with hope. Any exhaustion or physical condition effects you suffer is removed and your burst of heroism shakes off some damage. You Heal 50% of your HP instantly and prior good effects. 4. Your attack drives through foes eye and into brain, Foe screams but dies instantly. Your skill and confidence gains you an action surge! And prior effects. 5. With a cry of “There can be only one.” You behead the enemy. Foes head flies off in random direction, landing 1d20 feet away. Option to kick head if it flies off near enough. You receive all the good effects of 1-4 6. Wrath of the Gods of War, Attacker is filled with the wrath. And after chopping the foe down and flinging the body aside like a headless rag doll, he gets an immediate free move action and an Immediate free attack with advantage or action with a + 20 to the roll. As well as a Hero Point and all other 5 effects. [/QUOTE]
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