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good things, bad things and things you would change about 5e
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<blockquote data-quote="Hakon Blum" data-source="post: 7014290" data-attributes="member: 6871471"><p>yes they are similar but as you said the 2d6 and the fact it only affects 1 dice out of the 2 normalises it which i find more beneficial, plus the fact it is a re-roll and not an extra dice does mean if the player risks it he could end up with a lower result in some cases.</p><p>like wise disadvantage could turn 1 and 2 (3) into a 2 and 6 roll (8) so it does have a far more wild factor on dice then would normally be the case enhancing the bell curve further.</p><p></p><p>in this case it would mean advantage is optional disadvantage is mandatory.</p><p></p><p>yes crits do exist and yes they are rarer but in my opinion thats a good thing</p><p></p><p>I'm thinking at the moment a roll of 10 or 11 results in a targeted blow rolling on a minor crit table resulting in things like an injury to a specific area of the body, this targeted area would also mean if the target wears a breast plate and is hit on the arm where his armour doesn't exist his soak is reduced causing more damage.</p><p></p><p>this means this happens in 1/6 attacks</p><p>but a serious crit of a a roll of 12 results in a devastating crit, resulting brain injury, loss of limbs, or lung puncture etc.</p><p></p><p></p><p>this happens 1/6 times of the regular crits or 1/36 hits</p><p></p><p>the chart for assigning an injury at present is:</p><p></p><p><strong>minor crits:</strong></p><p>12 eyes (blinded permanent)</p><p>11 right foot injured (half movement)</p><p>10 right arm (drop anything held in right arm and can't use)</p><p>9 right thigh injured (half movement and -4 to reflex)</p><p>8 lower torso (dazed for 1d3 rounds)</p><p>7 upper torso (may move or take action for d3 rounds)</p><p>6 head (stunned for 2d6 rounds)</p><p>5 left thigh injured (half movement and -4 to reflex)</p><p>4 left arm (drop anything held in left arm and can't use)</p><p>3 left foot injured (speed halved 2d6 rounds)</p><p>2 groin (incapacitated for d6 rounds)</p><p></p><p><strong>major crits</strong></p><p>12 head (he's dead jim, 3 failed death saves dead)</p><p>11 heart (down with 2 failed death saves)</p><p>10 right hand destroyed/cut off</p><p>9 right upper arm destroyed/cut off</p><p>8 right leg destroyed/cut off</p><p>7 disemboweled</p><p>6 left leg destroyed/cut off</p><p>5 left upper arm destroyed/cut off</p><p>4 left hand destroyed/cut off</p><p>3 lungs collapsed (reduce to -1hp)</p><p>2 groin (may only take bonus actions for d3 rounds then starts making death saves, can't have children anymore)</p><p></p><p>hopefully this kind of crit system wets your appetite</p></blockquote><p></p>
[QUOTE="Hakon Blum, post: 7014290, member: 6871471"] yes they are similar but as you said the 2d6 and the fact it only affects 1 dice out of the 2 normalises it which i find more beneficial, plus the fact it is a re-roll and not an extra dice does mean if the player risks it he could end up with a lower result in some cases. like wise disadvantage could turn 1 and 2 (3) into a 2 and 6 roll (8) so it does have a far more wild factor on dice then would normally be the case enhancing the bell curve further. in this case it would mean advantage is optional disadvantage is mandatory. yes crits do exist and yes they are rarer but in my opinion thats a good thing I'm thinking at the moment a roll of 10 or 11 results in a targeted blow rolling on a minor crit table resulting in things like an injury to a specific area of the body, this targeted area would also mean if the target wears a breast plate and is hit on the arm where his armour doesn't exist his soak is reduced causing more damage. this means this happens in 1/6 attacks but a serious crit of a a roll of 12 results in a devastating crit, resulting brain injury, loss of limbs, or lung puncture etc. this happens 1/6 times of the regular crits or 1/36 hits the chart for assigning an injury at present is: [B]minor crits:[/B] 12 eyes (blinded permanent) 11 right foot injured (half movement) 10 right arm (drop anything held in right arm and can't use) 9 right thigh injured (half movement and -4 to reflex) 8 lower torso (dazed for 1d3 rounds) 7 upper torso (may move or take action for d3 rounds) 6 head (stunned for 2d6 rounds) 5 left thigh injured (half movement and -4 to reflex) 4 left arm (drop anything held in left arm and can't use) 3 left foot injured (speed halved 2d6 rounds) 2 groin (incapacitated for d6 rounds) [B]major crits[/B] 12 head (he's dead jim, 3 failed death saves dead) 11 heart (down with 2 failed death saves) 10 right hand destroyed/cut off 9 right upper arm destroyed/cut off 8 right leg destroyed/cut off 7 disemboweled 6 left leg destroyed/cut off 5 left upper arm destroyed/cut off 4 left hand destroyed/cut off 3 lungs collapsed (reduce to -1hp) 2 groin (may only take bonus actions for d3 rounds then starts making death saves, can't have children anymore) hopefully this kind of crit system wets your appetite [/QUOTE]
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