critical hit rules

Xane

First Post
Here are some critical hit rules that I've compiled using a couple different ideas from others. Unfortunately, I did it so long ago, that I don't remember where I got the goods from, so I can't give my references proper credit :( Read them over and let me know what you think. It's an attached word document.
 

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Xane said:
Here are some critical hit rules that I've compiled using a couple different ideas from others. Unfortunately, I did it so long ago, that I don't remember where I got the goods from, so I can't give my references proper credit :( Read them over and let me know what you think. It's an attached word document.

Basing the critical effects on the hits inflicted/total hit points ratio makes a lot of sense IMO. Unfortunately, the rather un-orthogonal rules of the D20 system renders even the most intuitive rule subject to side effects.

Consider low level characters: (no stat bonus taken into account)
a lvl1 fighter has 10 hit point; with a long sword he inflicts 4.5 hit points
a lvl2 fighter has 15,5 hit point, inflict the same damage
The problem is that the hits inflicted/total hit points ratio does not change linearly; your critical system amplifies it.

However, I think that your system is better than the one from "Thorn asunder: critical hits" (Bastion Press), especially because the total hit points kind of factor in the size of the creature on a sword's receiving end.
 
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Havoc said:
Basing the critical effects on the hits inflicted/total hit points ratio makes a lot of sense IMO. Unfortunately, the rather un-orthogonal rules of the D20 system renders even the most intuitive rule subject to side effects.

Consider low level characters: (no stat bonus taken into account)
a lvl1 fighter has 10 hit point; with a long sword he inflicts 4.5 hit points
a lvl2 fighter has 15,5 hit point, inflict the same damage
The problem is that the hits inflicted/total hit points ratio does not change linearly; your critical system amplifies it.

However, I think that your system is better than the one from "Thorn asunder: critical hits" (Bastion Press), especially because the total hit points kind of factor in the size of the creature on a sword's receiving end.

Any ideas on how I could adapt my critical hit system so that I don't amplify the unlinear relationship between hitpoints and damage? Any other suggestions on how I could improve the system? Thanks

Xane
 

I was thinking that I could have the wound level correspond to how high the attacker rolls on her damage dice for the critical hit. That way, anyone with any amount of hitpoints, could receive any kind of wound regardless of how much damage the critical hit actually does. Thus, if a low level creature somehow manages to crit a high level creature by rolling a 20, then another 20 on her critical threat roll, she would wound the high level creature according to how high she rolls on her damage dice for the critical. For example, a long sword does 2d8 damage dice on a crit. So, a roll of 2-4 is a minor wound, 5-7 a light wound, 8-10 a moderate wound, and 11-13 a severe wound, and 14-16 a critical wound. Thus, a 1st level character who manages to crit a 20 HD monster, and rolls a 13 on his damage dice (not including any bonuses for damage) for the critical would deal a severe wound to the monster. The monster, which probably has around 200 hitpoints, would suffer maybe 20 or so points of damage total from the 1st level character, but would also suffer a severe wound from the critical hit. Of course this means that everyone, no matter what level, are all equally subject to any kind of wound from any source, which takes care of the amplification of the unlinear relationship between hit points and damage problem that my critical hit rules creates. This might seem harsh, but Isildur did cut off Sauron's fingers in Lord of the Rings... What does everyone think?
 

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