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Critical Hit Question
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<blockquote data-quote="the Jester" data-source="post: 6437492" data-attributes="member: 1210"><p>This is my "colorful critical hits" system. The present writeup uses 4e rules references, but it should be easy enough to wing an update.</p><p></p><p></p><p><strong><u>Colorful Critical hits in Cydra</u></strong></p><p></p><p>Whenever a creature suffers a critical hit in Cydra, check the severity on the following table. This adds both color and deadliness to critical hits and helps scar characters up, leaving them with interesting stories to tell. The severity check is based on how much damage the character took relative to his <strong><em>current</em></strong> hit points. (This is an important part of the colorful critical hit system- otherwise, characters with high hit point totals will never take crits above 1d12 severity.)</p><p></p><p>Major Wound (less than half current hp): Roll 1d20</p><p>Grievous Wound (over ½ hp, still above 0): Roll 2d12+7</p><p>Incapacitating Wound (0 or less, still alive): Roll 3d10+16</p><p>Lethal Wound (dead): Roll 3d6+34</p><p></p><p>1- Impressive blow: marked (save ends)</p><p>2- Staggering blow: slide 1 square</p><p>3*- In the face: nose is broken (-1 Perception)</p><p>4- Knockdown: knocked prone</p><p>5- Ears ringing: deafened (save ends)</p><p>6*- Break 1d4 random digits: -1 to skill checks using the injured digit</p><p>7*- Break 1d6 ribs: -1 to speed and Fortitude</p><p>8^- Lose an ear: -1 to Perception checks</p><p>9- Lose shield or off-hand weapon: drops 1d4 squares away; if two-handed or natural weapon, target must spend a minor action to regain its grip or poise before it can attack with it again</p><p>10**- Break jaw/face: -2 to Bluff, Diplomacy and Intimidate</p><p>11- Armor or shield damaged: gains a wear point and the target suffers -1 defenses (save ends)</p><p>12- Break foot: slowed until end of next turn</p><p>13- Head shot: dazed until end of next turn</p><p>14*- Break hand: -1 to attacks with that hand</p><p>15%%- Blow to the head: deafened</p><p>16- Forehead smash: dazed (save ends)</p><p>17^- Lose a digit: if a toe, -1 to Acrobatics, if a finger, -1 to Thievery</p><p>18- Blood in eyes: blinded (save ends)</p><p>19**- Break lower leg or ankle: slowed</p><p>20**- Break lower arm or collarbone: -2 to attacks with that hand; cannot use shield</p><p>21**- Break sternum: can't run or charge, -1 Fortitude, -4 Endurance checks</p><p>22^- Nose chopped off: -4 Diplomacy, +1 Intimidate</p><p>23**- Break upper arm: unusable</p><p>24**- Break thigh: immobilized until end of next turn, slowed thereafter</p><p>25^- Eye put out: -2 Perception</p><p>26- Impaled: immobilized (save ends); may be impaled on weapon, dead body, terrain object, etc.</p><p>27^- Digits chopped off (1d5): If fingers, -2 to Thievery, if toes, -2 to Acrobatics</p><p>28*- Artery severed: ongoing 5/tier damage (save ends)</p><p>29^- Foot chopped off: fall prone, cannot stand (save ends), slowed</p><p>30^- Hand chopped off: cannot use</p><p>31^- Genitals destroyed: reproduction impossible, stunned until end of next turn</p><p>32^- Lower jaw ripped free: stunned (save ends), -4 Bluff and Diplomacy, +1 Intimidate</p><p>33%- Gutted: slowed; every time you take a move action make a moderate Acrobatics check or tangle feet, fall prone and suffer 5/tier damage; dazed and -2 defenses (save ends)</p><p>34^- Vocal cords ruined: -2 Bluff, Diplomacy, Intimidate; cannot speak</p><p>35^- Hamstrung: slowed</p><p>36**- Muscle damage: weakened</p><p>37- Terrific blow: unconscious (save ends)</p><p>38%%- Organ damage: weakened</p><p>39^- Leg chopped off: fall prone, cannot stand (save ends), immobilized</p><p>40^- Arm chopped off: cannot use, stunned (save ends)</p><p>41*- Knockout blow: unconscious</p><p>42%%- Brain damage: -4 to Intelligence and Wisdom-based skills</p><p>43^- Eyes put out: blinded</p><p>44%%- Rendered comatose: unconscious</p><p>45^- Spine shattered: paralyzed (roll 1d6: 1- total, 2- neck down, 3- waist down, 4- left side, 5- right side, 6- one random limb only)</p><p>46- Throat slit: ongoing 15/tier damage (save at -4 ends); Aftereffect: ongoing 10/tier damage (save ends); Aftereffect: ongoing 5/tier damage (save ends)</p><p>47^- Heart destroyed: slowed and weakened</p><p>48^- Brain destroyed: -8 to Intelligence and Wisdom-based checks</p><p>49^- Decapitated: blinded, deafened and stunned</p><p>50^^- Unseemed from nave to crotch: slowed, helpless and stunned</p><p>51^^- Head pulped: blinded, deafened, stunned and hard to find all the bits (spread over 3d6 square radius)</p><p>52^^- Cut in twain: immobilized, helpless and stunned</p><p>53^^- Cut in thirds: immobilized, helpless and stunned</p><p>54^^- Utterly dismembered: immobilized, helpless, stunned and ongoing 10/tier damage</p><p>55^^- Entire body explodes: immobilized, helpless, blind, deaf, stunned, ongoing 20/tier damage and spread over 3d10 square radius</p><p></p><p>An effect is alleviated when it is properly treated. An alleviated condition may still exist but no longer penalizes the victim (a broken arm is splinted or fixed in place, a sucking chest wound is sealed with something, etc).</p><p></p><p>Some critical hits remove limbs and impose a penalty. </p><p></p><p>*Any healing will alleviate this condition.</p><p>**Healing that restores hit points equal to the character's surge value will alleviate this condition.</p><p>%This condition is alleviated when the character is restored to full hit points.</p><p>%%This condition is alleviated by a remove affliction ritual or similar effect. </p><p>^This condition is alleviated by a regenerate ritual or similar effect.</p><p>^^This condition requires both a regenerate and a raise dead ritual or similar effects to alleviate it (even if the victim is somehow alive).</p></blockquote><p></p>
[QUOTE="the Jester, post: 6437492, member: 1210"] This is my "colorful critical hits" system. The present writeup uses 4e rules references, but it should be easy enough to wing an update. [B][U]Colorful Critical hits in Cydra[/U][/B] Whenever a creature suffers a critical hit in Cydra, check the severity on the following table. This adds both color and deadliness to critical hits and helps scar characters up, leaving them with interesting stories to tell. The severity check is based on how much damage the character took relative to his [B][I]current[/I][/B] hit points. (This is an important part of the colorful critical hit system- otherwise, characters with high hit point totals will never take crits above 1d12 severity.) Major Wound (less than half current hp): Roll 1d20 Grievous Wound (over ½ hp, still above 0): Roll 2d12+7 Incapacitating Wound (0 or less, still alive): Roll 3d10+16 Lethal Wound (dead): Roll 3d6+34 1- Impressive blow: marked (save ends) 2- Staggering blow: slide 1 square 3*- In the face: nose is broken (-1 Perception) 4- Knockdown: knocked prone 5- Ears ringing: deafened (save ends) 6*- Break 1d4 random digits: -1 to skill checks using the injured digit 7*- Break 1d6 ribs: -1 to speed and Fortitude 8^- Lose an ear: -1 to Perception checks 9- Lose shield or off-hand weapon: drops 1d4 squares away; if two-handed or natural weapon, target must spend a minor action to regain its grip or poise before it can attack with it again 10**- Break jaw/face: -2 to Bluff, Diplomacy and Intimidate 11- Armor or shield damaged: gains a wear point and the target suffers -1 defenses (save ends) 12- Break foot: slowed until end of next turn 13- Head shot: dazed until end of next turn 14*- Break hand: -1 to attacks with that hand 15%%- Blow to the head: deafened 16- Forehead smash: dazed (save ends) 17^- Lose a digit: if a toe, -1 to Acrobatics, if a finger, -1 to Thievery 18- Blood in eyes: blinded (save ends) 19**- Break lower leg or ankle: slowed 20**- Break lower arm or collarbone: -2 to attacks with that hand; cannot use shield 21**- Break sternum: can't run or charge, -1 Fortitude, -4 Endurance checks 22^- Nose chopped off: -4 Diplomacy, +1 Intimidate 23**- Break upper arm: unusable 24**- Break thigh: immobilized until end of next turn, slowed thereafter 25^- Eye put out: -2 Perception 26- Impaled: immobilized (save ends); may be impaled on weapon, dead body, terrain object, etc. 27^- Digits chopped off (1d5): If fingers, -2 to Thievery, if toes, -2 to Acrobatics 28*- Artery severed: ongoing 5/tier damage (save ends) 29^- Foot chopped off: fall prone, cannot stand (save ends), slowed 30^- Hand chopped off: cannot use 31^- Genitals destroyed: reproduction impossible, stunned until end of next turn 32^- Lower jaw ripped free: stunned (save ends), -4 Bluff and Diplomacy, +1 Intimidate 33%- Gutted: slowed; every time you take a move action make a moderate Acrobatics check or tangle feet, fall prone and suffer 5/tier damage; dazed and -2 defenses (save ends) 34^- Vocal cords ruined: -2 Bluff, Diplomacy, Intimidate; cannot speak 35^- Hamstrung: slowed 36**- Muscle damage: weakened 37- Terrific blow: unconscious (save ends) 38%%- Organ damage: weakened 39^- Leg chopped off: fall prone, cannot stand (save ends), immobilized 40^- Arm chopped off: cannot use, stunned (save ends) 41*- Knockout blow: unconscious 42%%- Brain damage: -4 to Intelligence and Wisdom-based skills 43^- Eyes put out: blinded 44%%- Rendered comatose: unconscious 45^- Spine shattered: paralyzed (roll 1d6: 1- total, 2- neck down, 3- waist down, 4- left side, 5- right side, 6- one random limb only) 46- Throat slit: ongoing 15/tier damage (save at -4 ends); Aftereffect: ongoing 10/tier damage (save ends); Aftereffect: ongoing 5/tier damage (save ends) 47^- Heart destroyed: slowed and weakened 48^- Brain destroyed: -8 to Intelligence and Wisdom-based checks 49^- Decapitated: blinded, deafened and stunned 50^^- Unseemed from nave to crotch: slowed, helpless and stunned 51^^- Head pulped: blinded, deafened, stunned and hard to find all the bits (spread over 3d6 square radius) 52^^- Cut in twain: immobilized, helpless and stunned 53^^- Cut in thirds: immobilized, helpless and stunned 54^^- Utterly dismembered: immobilized, helpless, stunned and ongoing 10/tier damage 55^^- Entire body explodes: immobilized, helpless, blind, deaf, stunned, ongoing 20/tier damage and spread over 3d10 square radius An effect is alleviated when it is properly treated. An alleviated condition may still exist but no longer penalizes the victim (a broken arm is splinted or fixed in place, a sucking chest wound is sealed with something, etc). Some critical hits remove limbs and impose a penalty. *Any healing will alleviate this condition. **Healing that restores hit points equal to the character's surge value will alleviate this condition. %This condition is alleviated when the character is restored to full hit points. %%This condition is alleviated by a remove affliction ritual or similar effect. ^This condition is alleviated by a regenerate ritual or similar effect. ^^This condition requires both a regenerate and a raise dead ritual or similar effects to alleviate it (even if the victim is somehow alive). [/QUOTE]
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