Re: For anyone who is still interested . . .
Personally I liked the other idea better and I think that I'm going to use your location severity with the save versus hit bonus - level of opponent. I think that it might well need something but it gives the sense to players of being involved in the process.
I also like the healing requirements listed in the first one
candidus_cogitens said:Here's what I came up with. (Note: this has little relation to bruiser's system. Although I like what he's doing, I find it too complicated for my taste.)
Critical Hits
Whenever a critical hit “threat” occurs, no second roll is necessary for the attacker. However, the defender is entitled to a critical parry. With d100, the defender must roll under his BAB +20. A second level fighter would have a 22% chance of parrying and avoiding the critical hit effect. A 20th level wizard would have a 30% chance.
The effects detailed on the chart below apply in addition to the normal damage augmentation by the critical multiplier of the weapon.
D12 RESULTS OF CRITICAL HIT
1 Blow to the face. Dazed for one round.
2 Severe concussion. d4 Wis damage.
3 Major blood loss. d4 Con damage.
4 Brain damage (aphasia). d4 Wis damage and d4 Int damage.
5 Leg wound. d4 Dex damage and half movement rate. Ref save.
6 Broken arm. d4 Str damage, unable to attack with primary arm until healed.*
7 Damage to nerves or cerebellum. d6 Dex damage.
8 Shoulder/back wound. d6 Str damage.
9 Broken ribs. d4 Str damage and d4 Dex damage.
10 Severe blood loss. d6 Con damage.
11 Internal bleeding. d6 Con damage, -1 HP/round until first aid is administered.
12 Damage to vital organ. d8 Con damage.
* until healed = until all ability points are restored fully.
Personally I liked the other idea better and I think that I'm going to use your location severity with the save versus hit bonus - level of opponent. I think that it might well need something but it gives the sense to players of being involved in the process.
I also like the healing requirements listed in the first one