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<blockquote data-quote="Ilbranteloth" data-source="post: 6441603" data-attributes="member: 6778044"><p>This is how we handle criticals:</p><p></p><p><strong>Critical Hit</strong></p><p>20 = Automatic hit; roll damage (including modifiers) twice</p><p>Target makes CON save (DC 10 + attack bonus) or suffers an injury</p><p></p><p>If target’s CON save fails by 5 or more:</p><p>Bludgeoning attack, the target is knocked Unconscious</p><p>Slashing attack, at start of each subsequent turn target repeats CON save or suffers bleeding damage</p><p>Piercing or nonlethal attack, the target is stunned; at the beginning of each turn the target repeats CON save or remains stunned</p><p>A successful save, natural or magical healing ends bleeding/stunned</p><p></p><p><strong>Critical Miss</strong></p><p>1 = Automatic miss and suffer opportunity attack</p><p>If firing into melee, roll attack to possibly hit an ally in the melee</p><p></p><p><strong>Injuries</strong></p><p>+1 level of exhaustion per injury</p><p><strong>Recovery </strong>(one attempt daily)</p><p> 3 Death saves = recover 1 level</p><p> 3 Death fails = worsen 1 level</p><p> Natural 20 = recover 1 level</p><p> Natural 1 = worsen 1 level</p><p> Reduced to dying = permanent effect (determined by DM/player)</p><p> 1 level for Greater Restoration</p><p> Lesser Restoration = additional Death save (disease only)</p><p></p><p>We've also modified the exhaustion table:</p><p>1- Disadvantage on attacks/saves/checks</p><p>2- Speed halved</p><p>3- Hit Point max halved</p><p>4- Incapacitated and cannot move</p><p>5- Unconscious</p><p>6- Dying</p><p><strong>Recovery </strong>(one attempt per day)</p><p>1 level after long rest</p><p>1 level for Greater Restoration</p><p></p><p>And <strong>Unconsious</strong>:</p><p> Incapacitated; unaware</p><p> Cannot move or speak</p><p> Fails STR and DEX saves</p><p> Attackers have advantage</p><p> Hits within 5’ are critical</p><p><strong>Recovery </strong>(one attempt per round)</p><p> 3 Death saves = +1 hp and conscious</p><p> Natural 20 = +1 hp and conscious</p><p> Death fails = no effect</p><p></p><p>These all work together to make a simple but robust system. One of the (2nd level) characters suffered a critical and then was knocked to 0 hit points by the next attack. So he's now suffering disadvantage on all checks, and moving at half speed. He made his first death save, but he won't fully recover for at least 5 more days. Since my description of the attack was that he was slammed in the chest (surprise ambush while walking through a door), we're describing the injury as bruised/fractured ribs.</p><p></p><p>And he was specifically targeted, and the first two characters through the door failed their Perception checks miserably. They were already being cautious in battle, but now that they're seeing the effects in use they are being more cautious about who they attack, and their tactics when they do.</p><p></p><p>Ilbranteloth</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6441603, member: 6778044"] This is how we handle criticals: [B]Critical Hit[/B] 20 = Automatic hit; roll damage (including modifiers) twice Target makes CON save (DC 10 + attack bonus) or suffers an injury If target’s CON save fails by 5 or more: Bludgeoning attack, the target is knocked Unconscious Slashing attack, at start of each subsequent turn target repeats CON save or suffers bleeding damage Piercing or nonlethal attack, the target is stunned; at the beginning of each turn the target repeats CON save or remains stunned A successful save, natural or magical healing ends bleeding/stunned [B]Critical Miss[/B] 1 = Automatic miss and suffer opportunity attack If firing into melee, roll attack to possibly hit an ally in the melee [B]Injuries[/B] +1 level of exhaustion per injury [B]Recovery [/B](one attempt daily) 3 Death saves = recover 1 level 3 Death fails = worsen 1 level Natural 20 = recover 1 level Natural 1 = worsen 1 level Reduced to dying = permanent effect (determined by DM/player) 1 level for Greater Restoration Lesser Restoration = additional Death save (disease only) We've also modified the exhaustion table: 1- Disadvantage on attacks/saves/checks 2- Speed halved 3- Hit Point max halved 4- Incapacitated and cannot move 5- Unconscious 6- Dying [B]Recovery [/B](one attempt per day) 1 level after long rest 1 level for Greater Restoration And [B]Unconsious[/B]: Incapacitated; unaware Cannot move or speak Fails STR and DEX saves Attackers have advantage Hits within 5’ are critical [B]Recovery [/B](one attempt per round) 3 Death saves = +1 hp and conscious Natural 20 = +1 hp and conscious Death fails = no effect These all work together to make a simple but robust system. One of the (2nd level) characters suffered a critical and then was knocked to 0 hit points by the next attack. So he's now suffering disadvantage on all checks, and moving at half speed. He made his first death save, but he won't fully recover for at least 5 more days. Since my description of the attack was that he was slammed in the chest (surprise ambush while walking through a door), we're describing the injury as bruised/fractured ribs. And he was specifically targeted, and the first two characters through the door failed their Perception checks miserably. They were already being cautious in battle, but now that they're seeing the effects in use they are being more cautious about who they attack, and their tactics when they do. Ilbranteloth [/QUOTE]
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