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<blockquote data-quote="Maidhc O Casain" data-source="post: 6236103" data-attributes="member: 29558"><p>[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.</p><p></p><p>[sblock=Critical Hit Deck]For those who've never heard of them, the Critical Hit Deck <em>replaces</em> 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</p><p></p><p>{{dramatic pause as Mowgli draws a couple of cards}}</p><p></p><ul> <li data-xf-list-type="ul">Bicep Wound: Normal damage and 1d4 STR Damage, and</li> <li data-xf-list-type="ul">In a Row: Double damage to target and Normal damage to an adjacent target</li> </ul><p></p><p>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.</p><p></p><p>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]</p><p>[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]</p><p>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]</p></blockquote><p></p>
[QUOTE="Maidhc O Casain, post: 6236103, member: 29558"] [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 [I]replaces[/I] 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}} [LIST=#] [*]Bicep Wound: Normal damage and 1d4 STR Damage, and [*]In a Row: Double damage to target and Normal damage to an adjacent target [/LIST] 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] [/QUOTE]
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