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Critical Hits
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<blockquote data-quote="FireLance" data-source="post: 5844295" data-attributes="member: 3424"><p>Now that you mentioned it, I actually created a table for critical hits and another table for critical "inspiration" for 4e games. You could choose to roll on either table instead of dealing maximum damage. The latter table, in particular, would give you a benefit for rolling a critical against a minion. Here they are:</p><p style="margin-left: 20px"><strong><u>Critical Hit Table (roll 1d8)</u></strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">1 - Head strike: The target suffers blurred vision and treats all its enemies as having concealment until the end of its next turn. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2 - Chest strike: The target staggers backward and is pushed 1 square. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">3 - Gut strike: The target is winded and grants combat advantage to all attackers until the end of its next turn.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">4 - Interfering strike: The target is hit in the arm and takes a -2 penalty to attack rolls until the end of its next turn.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">5 - Kneecap strike: The target loses its balance and falls prone.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">6 - Foot strike: The target's movement is hampered and it is slowed until the end of its next turn.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">7 - Arterial strike: The target starts bleeding profusely and takes 4 ongoing damage (save ends). This increases to 8 ongoing damage if the attacker is 11th or higher level, and 12 ongoing damage if the attacker is 21st or higher level. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">8 - Vitals strike: The target is hit in a sensitive area and takes 5 extra damage. This increases to 10 extra damage if the attacker is 11th or higher level, and 15 extra damage if the attacker is 21st or higher level.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><u>Critical Inspiration Table (roll 1d6)</u></strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">1 - Inspired speed: The attacker may shift two squares as a free action.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2 - Inspired defence: The attacker gains a +2 bonus to all defences until the end of his next turn.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">3 - Inspired accuracy: The attacker gains a +2 bonus to his next attack roll. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">4 - Inspired ferocity: The attacker gains a +5 bonus to the next damage roll he makes before the end of the encounter. The bonus increases to +10 if he is 11th or higher level, and +15 if he is 21st or higher level.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">5 - Inspired vigor: The attacker gains 5 temporary hit points. This increases to 10 temporary hit points if he is 11th or higher level, and 15 temporary hit points if he is 21st or higher level.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">6 - Inspired recovery: The attacker may make a saving throw. If the attacker is not subject to a condition that a saving throw can end, he gains temporary hit points instead (as Inspired vigor, above).</p><p>And yes, if you are using a bow and you roll a 5 on the Critical Hit Table, your opponent takes an arrow in the knee. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="FireLance, post: 5844295, member: 3424"] Now that you mentioned it, I actually created a table for critical hits and another table for critical "inspiration" for 4e games. You could choose to roll on either table instead of dealing maximum damage. The latter table, in particular, would give you a benefit for rolling a critical against a minion. Here they are: [INDENT][B][U]Critical Hit Table (roll 1d8)[/U][/B] 1 - Head strike: The target suffers blurred vision and treats all its enemies as having concealment until the end of its next turn. 2 - Chest strike: The target staggers backward and is pushed 1 square. 3 - Gut strike: The target is winded and grants combat advantage to all attackers until the end of its next turn. 4 - Interfering strike: The target is hit in the arm and takes a -2 penalty to attack rolls until the end of its next turn. 5 - Kneecap strike: The target loses its balance and falls prone. 6 - Foot strike: The target's movement is hampered and it is slowed until the end of its next turn. 7 - Arterial strike: The target starts bleeding profusely and takes 4 ongoing damage (save ends). This increases to 8 ongoing damage if the attacker is 11th or higher level, and 12 ongoing damage if the attacker is 21st or higher level. 8 - Vitals strike: The target is hit in a sensitive area and takes 5 extra damage. This increases to 10 extra damage if the attacker is 11th or higher level, and 15 extra damage if the attacker is 21st or higher level. [B][U]Critical Inspiration Table (roll 1d6)[/U][/B] 1 - Inspired speed: The attacker may shift two squares as a free action. 2 - Inspired defence: The attacker gains a +2 bonus to all defences until the end of his next turn. 3 - Inspired accuracy: The attacker gains a +2 bonus to his next attack roll. 4 - Inspired ferocity: The attacker gains a +5 bonus to the next damage roll he makes before the end of the encounter. The bonus increases to +10 if he is 11th or higher level, and +15 if he is 21st or higher level. 5 - Inspired vigor: The attacker gains 5 temporary hit points. This increases to 10 temporary hit points if he is 11th or higher level, and 15 temporary hit points if he is 21st or higher level. 6 - Inspired recovery: The attacker may make a saving throw. If the attacker is not subject to a condition that a saving throw can end, he gains temporary hit points instead (as Inspired vigor, above).[/INDENT]And yes, if you are using a bow and you roll a 5 on the Critical Hit Table, your opponent takes an arrow in the knee. :p [/QUOTE]
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