[LPF] Silent Tide


log in or register to remove this ad

Working on getting caught up - gotta leave here in a minute for new baby appointment and honey-do's. Hopefully I'll get a chance this evening to get the update in for this game. Thanks for all of your patience!
 

OOC: BTW Mowgli, when you do catch up, I would appreciate a "mention" whenever Corbin's turn is up. I have enough threads to keep open as it is.
 

Will do, airwalkrr. [MENTION=6747658]Aura[/MENTION]: Charity is up!

(I put a mention in this thread for whoever's up next, so that all four of you will know where we are in the queue).
 



[sblock=OOC]Been thinking - I really like the Critical Hit and Critical Fumble decks from Paizo. I'd love to use both of them in this game, but wanted to check with you guys first to see if you have objections. We don't use any fumble rules here so I'd totally understand if you don't want to use that deck - though I may use it for the bad guys anyway just for kicks and giggles.

[sblock=Critical Hit Deck]For those who've never heard of them, the Critical Hit Deck replaces the normal doubling/tripling/quadrupling damage of a critical hit with a random effect based on what type of damage the attack deals. Double damage weapons replace with one effect, triple damage weapons with two, and quadruple damage weapons with three separate effects. For example, let's say Joe Inquisitor confirms a crit with his longbow. Longbows are triple damage on a crit, so the GM draws two cards. In this case, the critical hit does

{{dramatic pause as Mowgli draws a couple of cards}}

  • Bicep Wound: Normal damage and 1d4 STR Damage, and
  • In a Row: Double damage to target and Normal damage to an adjacent target

So, the arrow goes through the bicep of the target, dealing double damage +1d4 STR damage, and goes on to hit an adjacent target for normal damage.

All effects wouldn't be this spectacular, but in general they're all worth the crit and (IMO) more fun than just doubling the damage.[/sblock]
[sblock=Critical Fumble Deck]This deck gives an effect for rolling a natural one on an attack. There is no confirmation roll, but there also is no doubling or tripling the effect for high crit weapons. For example, Joe Inquisitor - encouraged by his spectacular success in the previous attack - now targets a second foe but rolls a natural 01. The GM goes to his trusty Critical Fumble Deck and draws a card, and we find out that Joe strained something and picked up a case of "Archer's Elbow," and will take a -2 penalty on all ranged attacks for the next 1d4 minutes.[/sblock]
Again, while I think both are really cool I'd understand reluctance to use either - especially the Fumble deck since we don't use fumble rules - and will put one or both in place only if all four of you are in favor of it.[/sblock]
 

[sblock=Crits]
I'm happy either way, to be honest. So if it's more interesting to you and there is no opposing concerns, then I'd so go for it.

Edit: This said, Charity does much better at rolling 1's than 20's, but... oh well. :)
[/sblock]
 

[sblock=Crits]Depends on how it's used. The times I've used it, only important NPCs use them on crits due to the fact that it can be a lot more likely for any old mook to crit and behead a PC than the other way around. [/sblock]
 

[sblock=Crits]No beheadings, or other instant death crits. Most impose some sort of condition or bleed damage, ability damage, etc. The two that I came up with are a good example of the upper end of the severity. That said, even a x2 Damage crit with the right weapon can be an instant death crit for a first level character.[/sblock]
 

Remove ads

Top