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Home-Grown Critical Effect Rules
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<blockquote data-quote="the_bruiser" data-source="post: 1023374" data-attributes="member: 6126"><p><strong>Against the Slavers - Critical Hit Rules</strong></p><p></p><p>Idea</p><p>When a critical hit occurs, the victim rolls a fortitude save vs. the damage dealt. </p><p>On a failure, the victim suffers some non-HP-based damage. </p><p>The worse the save shortfall the worse the effect.</p><p></p><p>Effect</p><p>To determine the effect, roll a d10 to determine the location of the effect. </p><p>Severity is based on the shortfall of the fortitude save (per the left-hand "severity" schedule).</p><p></p><p>Curing Critical Effect Damage using Spells</p><p>To remove critical effects with cure spells, you must use the indicated "cure" spell level to the right.</p><p>To determine the level of cure spell necessary, a heal check DC 15 must be made (or you can just guess).</p><p>These spells cure HP damage OR critical effect damage, NOT both.</p><p></p><p>Curing Critical Effect Damage using Rest and Heal Checks (and maybe spells later)</p><p>If the appropriate level of cure spell is not available, the character must have extended bed rest.</p><p>Each day of rest, any companions may make a heal check DC 15. </p><p>For every day of rest with a successful heal check, the severity of the effect is reduced by one point.</p><p>If "cure moderate" is the best spell available and bed rest reduces severity to 11-15, cure moderate is then sufficient.</p><p></p><p></p><p>Legs (Left 1-2, Right 3-4)</p><p></p><p>severity / cure / effect</p><p></p><p>1-5 / n/a / victim knocked down</p><p>6-10 / light / foot broken, 1/2 move</p><p>11-15 / moderate / hip broken, 1/4 move, -2 penalty to attacks</p><p>16-20 / serious / knee shattered, 1/4 move, partial actions only</p><p>20+ / critical / leg shattered, compound fractures, no move or attack, may lose leg</p><p></p><p>Abdomen / Torso (5-7)</p><p></p><p>severity / cure / effect</p><p></p><p>1-5 / n/a / victim stunned 1d3 rounds (fort/will save for partial action, DC of damage dealt)</p><p>6-10 / light / abdomen injured, 1/2 move</p><p>11-15 / moderate / groin injured, 1/4 move, -2 penalty to attacks</p><p>16-20 / serious / intestines spilling out, no move or attack</p><p>20+ / critical / ribs crushed, internal bleeding, reduced to 0 HP if not already, d6 bleeding / round</p><p></p><p>Arms (Left 8, Right 9)</p><p></p><p>severity / cure / effect</p><p></p><p>1-5 / n/a / hand struck, anything held is dropped</p><p>6-10 / light / hand broken, cannot hold anything</p><p>11-15 / moderate / arm broken, 1/2 move, no attacks or spellcasting with that arm</p><p>16-20 / serious / elbow destroyed, 1/2 move, no attacks or spellcasting with that arm</p><p>20+ / critical / shoulder shattered, no move or attack, may lose arm</p><p></p><p>Head (10)</p><p></p><p>severity / cure / effect</p><p></p><p>1-5 / n/a / victim stunned 1d6 rounds (fort/will save for partial action, DC of damage dealt)</p><p>6-10 / light / head struck, knocked unconscious for 1 round</p><p>11-15 / moderate / face crushed, -2 to charisma skill checks, knocked unconscious for 1d4 hours</p><p>16-20 / serious / skull fracture, reduced to 0 HP if not already, -2 to intelligence</p><p>20+ / critical / skull crushed, immediate death</p></blockquote><p></p>
[QUOTE="the_bruiser, post: 1023374, member: 6126"] [b]Against the Slavers - Critical Hit Rules[/b] Idea When a critical hit occurs, the victim rolls a fortitude save vs. the damage dealt. On a failure, the victim suffers some non-HP-based damage. The worse the save shortfall the worse the effect. Effect To determine the effect, roll a d10 to determine the location of the effect. Severity is based on the shortfall of the fortitude save (per the left-hand "severity" schedule). Curing Critical Effect Damage using Spells To remove critical effects with cure spells, you must use the indicated "cure" spell level to the right. To determine the level of cure spell necessary, a heal check DC 15 must be made (or you can just guess). These spells cure HP damage OR critical effect damage, NOT both. Curing Critical Effect Damage using Rest and Heal Checks (and maybe spells later) If the appropriate level of cure spell is not available, the character must have extended bed rest. Each day of rest, any companions may make a heal check DC 15. For every day of rest with a successful heal check, the severity of the effect is reduced by one point. If "cure moderate" is the best spell available and bed rest reduces severity to 11-15, cure moderate is then sufficient. Legs (Left 1-2, Right 3-4) severity / cure / effect 1-5 / n/a / victim knocked down 6-10 / light / foot broken, 1/2 move 11-15 / moderate / hip broken, 1/4 move, -2 penalty to attacks 16-20 / serious / knee shattered, 1/4 move, partial actions only 20+ / critical / leg shattered, compound fractures, no move or attack, may lose leg Abdomen / Torso (5-7) severity / cure / effect 1-5 / n/a / victim stunned 1d3 rounds (fort/will save for partial action, DC of damage dealt) 6-10 / light / abdomen injured, 1/2 move 11-15 / moderate / groin injured, 1/4 move, -2 penalty to attacks 16-20 / serious / intestines spilling out, no move or attack 20+ / critical / ribs crushed, internal bleeding, reduced to 0 HP if not already, d6 bleeding / round Arms (Left 8, Right 9) severity / cure / effect 1-5 / n/a / hand struck, anything held is dropped 6-10 / light / hand broken, cannot hold anything 11-15 / moderate / arm broken, 1/2 move, no attacks or spellcasting with that arm 16-20 / serious / elbow destroyed, 1/2 move, no attacks or spellcasting with that arm 20+ / critical / shoulder shattered, no move or attack, may lose arm Head (10) severity / cure / effect 1-5 / n/a / victim stunned 1d6 rounds (fort/will save for partial action, DC of damage dealt) 6-10 / light / head struck, knocked unconscious for 1 round 11-15 / moderate / face crushed, -2 to charisma skill checks, knocked unconscious for 1d4 hours 16-20 / serious / skull fracture, reduced to 0 HP if not already, -2 to intelligence 20+ / critical / skull crushed, immediate death [/QUOTE]
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