Improving Critical Hits

I actually like that idea for adding a wound system to becoming bloodied...

The problem here is that there are abilities that key off being blooded - shifters in particular thrive off being bloodied and adding a penalty to the bloodied condition would seriously hamper them.
 

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I like the examples you provide. One (less complex) idea I'd had was to use critical hit cards, like the Gamemastery ones produced by Paizo. I was thinking something like each player has a hand of 3-5 each adventure, and whenver they roll a 20 they can play a critical hit card of their choice. I think the Paizo ones break effects down by damage type: piercing, slashing, bludgeoning, and magic.
 

To me the real problem with crits is that players just laugh when the MONSTERS crit. Most of them deal just max damage, while all the players have fancy extra effects, free attacks, or massive extra damage piling up on their max damage. What do you guys think of at least adding something like 1d6 or 1d8 per monster levels 1-5,6-10,11-15 etc?
 


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