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Home-Grown Critical Effect Rules
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<blockquote data-quote="the_bruiser" data-source="post: 1023364" data-attributes="member: 6126"><p>Hello all. Since I got so much helpful/supportive commentary on my last thread (Skill Master Prestige Class), I thought I'd share some critical effect rules I'm using in my campaign. </p><p></p><p>About my campaign: this campaign is quite gritty and low-magic, so these rules are likely more harsh in my campaign than they would be in most others (sample rule: no more than half your levels may be in a spellcasting class, so our 8th level ranger/cleric doesn't even have cure serious yet). Note, however, that almost all opponents are likewise low-magic humanoid (almost exclusively of the human / orc / ogre / wild elf / etc. variety), meaning that you're not getting a whole bunch of 20+ damage hits, even on criticals (few stat boosters, few magic weapons....). I'd probably scale the severity chart differently in a standard campaign where damage is greater but healing is more prevalent.</p><p></p><p>They seem to be working pretty well at this point, but I have the luxury of a campaign in which the characters are largely determining their own path and can generally take recovery time when required to do so - but then have to deal with the consequences. </p><p></p><p>It's really made combat much more intense for us - both offensively (you slash open his stomach and gasp as his guts begin to spill out) and defensively (someone can be at full hit points but still become quite concerned when told to make a fortitude check of unknown DC). One nice thing about this method is that high-threat weapons do many small effects, but high multiplier weapons do bigger effects, which is a nice balancing effect in my mind.</p><p></p><p>I'm putting the rules in the next post. What do you think?</p></blockquote><p></p>
[QUOTE="the_bruiser, post: 1023364, member: 6126"] Hello all. Since I got so much helpful/supportive commentary on my last thread (Skill Master Prestige Class), I thought I'd share some critical effect rules I'm using in my campaign. About my campaign: this campaign is quite gritty and low-magic, so these rules are likely more harsh in my campaign than they would be in most others (sample rule: no more than half your levels may be in a spellcasting class, so our 8th level ranger/cleric doesn't even have cure serious yet). Note, however, that almost all opponents are likewise low-magic humanoid (almost exclusively of the human / orc / ogre / wild elf / etc. variety), meaning that you're not getting a whole bunch of 20+ damage hits, even on criticals (few stat boosters, few magic weapons....). I'd probably scale the severity chart differently in a standard campaign where damage is greater but healing is more prevalent. They seem to be working pretty well at this point, but I have the luxury of a campaign in which the characters are largely determining their own path and can generally take recovery time when required to do so - but then have to deal with the consequences. It's really made combat much more intense for us - both offensively (you slash open his stomach and gasp as his guts begin to spill out) and defensively (someone can be at full hit points but still become quite concerned when told to make a fortitude check of unknown DC). One nice thing about this method is that high-threat weapons do many small effects, but high multiplier weapons do bigger effects, which is a nice balancing effect in my mind. I'm putting the rules in the next post. What do you think? [/QUOTE]
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