I love the rule first seen in the Blue Rose RPG, which was later developed into the True20 rule set. But I couldn't help tinkering with the system, to incorporate features seen in other RPGs I like.
One of the changes I am making is to the critical hit rules, where each weapon has critical threat ranges and critical multipliers. The critical hit system in True20 seems both too random and too weak at the same time. +3 damage does not seem dangerous enough, so I changed it to +5 damage, as used in the Mutants & Masterminds RPG 2nd ed.
I have seen how a lucky critical hit can unduly influence a fight. A lot of fights just seem to be rolling until someone gets a critical hit. I would like skill to make more of a difference. Looking at RPGs with Margin of Success (MoS) systems, a roll above the baseline would give greater success to the task at hand. Those systems add to damage with greater Margins of Success. True20 already has DCs, which scale at multipliers of 5. I therefore made a Margin of Success scale for True20, which scale in multipliers of 5 as well.
Reading Decipher's Lord of the Rings RPG (among others), a critical hit for that system occurs on an Extraordinary Success, which is the 4th highest success, the lowest success being 0. In essence, it is the 3rd MoS for D20, which would make it a roll of 15+ (3x5) over the base roll.
For example, a opponent's Defense roll is 22. If you attack and your total attack rolls was 37 and above, you would inflict a critical hit. I was thinking you would inflict even more damage with higher MoS.
15 seems like a nice number, not too low that any mook can get a critical hit without some bonuses from surprise, yet not to high so that someone of equal skill may make it once in a while. I was thinking about 10 but that may make CHs too easy to get.
I know these changes may make the system seem a little broken, but I have made a whole list of house rules and combat options which it make more sense (including a class-less system like Mutants and MAsterminds, removal of some feats and adding of others). As it is, how does it look to other people? Too weak, too broken? All opinions and constructive criticisms are welcome. Be gentle
Edit:Changed all references to D20. This critical hit system was only designed to be used with the True20 system, where armor adds to Toughness Saves and Defence is a combat skill. As it is, you can kill an opponent without a critical hit in a single blow. This critical hit system is made so a skilled warrior can more easily kill off mooks in a single blow, while the danger of a critical hit against you makes the player rely a bit more on tactics instead of charging in and getting himself surrounded. Being surrounded by multiple attackers means a penalty to Defense (another house rule, cribbed from Game of Thrones), while several aid other rolls means bonuses to attack. All that means a skilled warrior surrounded by several attackers may get a critical hit against him because of stupidty, not because of 1 or 2 unlucky rolls.
One of the changes I am making is to the critical hit rules, where each weapon has critical threat ranges and critical multipliers. The critical hit system in True20 seems both too random and too weak at the same time. +3 damage does not seem dangerous enough, so I changed it to +5 damage, as used in the Mutants & Masterminds RPG 2nd ed.
I have seen how a lucky critical hit can unduly influence a fight. A lot of fights just seem to be rolling until someone gets a critical hit. I would like skill to make more of a difference. Looking at RPGs with Margin of Success (MoS) systems, a roll above the baseline would give greater success to the task at hand. Those systems add to damage with greater Margins of Success. True20 already has DCs, which scale at multipliers of 5. I therefore made a Margin of Success scale for True20, which scale in multipliers of 5 as well.
Reading Decipher's Lord of the Rings RPG (among others), a critical hit for that system occurs on an Extraordinary Success, which is the 4th highest success, the lowest success being 0. In essence, it is the 3rd MoS for D20, which would make it a roll of 15+ (3x5) over the base roll.
For example, a opponent's Defense roll is 22. If you attack and your total attack rolls was 37 and above, you would inflict a critical hit. I was thinking you would inflict even more damage with higher MoS.
15 seems like a nice number, not too low that any mook can get a critical hit without some bonuses from surprise, yet not to high so that someone of equal skill may make it once in a while. I was thinking about 10 but that may make CHs too easy to get.
I know these changes may make the system seem a little broken, but I have made a whole list of house rules and combat options which it make more sense (including a class-less system like Mutants and MAsterminds, removal of some feats and adding of others). As it is, how does it look to other people? Too weak, too broken? All opinions and constructive criticisms are welcome. Be gentle

Edit:Changed all references to D20. This critical hit system was only designed to be used with the True20 system, where armor adds to Toughness Saves and Defence is a combat skill. As it is, you can kill an opponent without a critical hit in a single blow. This critical hit system is made so a skilled warrior can more easily kill off mooks in a single blow, while the danger of a critical hit against you makes the player rely a bit more on tactics instead of charging in and getting himself surrounded. Being surrounded by multiple attackers means a penalty to Defense (another house rule, cribbed from Game of Thrones), while several aid other rolls means bonuses to attack. All that means a skilled warrior surrounded by several attackers may get a critical hit against him because of stupidty, not because of 1 or 2 unlucky rolls.
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