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General Tabletop Discussion
*Pathfinder & Starfinder
Merging Called Shots into Critical Hits
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<blockquote data-quote="Kerrick" data-source="post: 3584238" data-attributes="member: 4722"><p>This is a really interesting idea. I'm not too keen on the idea of using Critical Hits cards - not because I don't like them, but simply because I'd have to buy them to use this system. Go with something a bit more generic, and then add in the option to use those (like a variant system).</p><p></p><p>Nyeshet: You've got a decent framework there, but you should also take into account the weapon's crit range. What do weapons with, say, a x3 or x4 crit do, vs. a x2 crit? Most bludgeoning weapons and blades are only x2, most axes are x3, and scythes and picks are x4. I could easily see a x3 weapon (greataxe, e.g.) deal x2 and an effect (lopping off someone's head). I think what you need is a table with effects depending how much the PC exceeds the target AC (the "DC", in this case).</p><p></p><p>For example: 1-4 over the number required is a minor effect - movement reduction, -2 to attack rolls, etc.; 5-8 over would be a moderate effect - one of the above plus 1 point of ability damage; 9-14 over would be a serious effect - one of the above and 1d4 points of ability damage, OR 1-2 points of ability drain (simulating massive damage to the limb); 15-19 would be a major effect - 1d6+1 points of ability damage, OR 1d4 points of drain from removal of the limb or massive trauma; and 20+ would be instant death.</p><p></p><p>Something else I thought of - with this system, you could deal crits to undead and constructs, but they would be extra damage only - since they're not inconvenienced by damage to limbs and are immune to ability damage/drain, there could be no called shots, so the crit multiplier would be reduced by 1x. A crit is nothing more than getting in a particularly good hit anyway, so it would give the PCs a slight edge against these creatures.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 3584238, member: 4722"] This is a really interesting idea. I'm not too keen on the idea of using Critical Hits cards - not because I don't like them, but simply because I'd have to buy them to use this system. Go with something a bit more generic, and then add in the option to use those (like a variant system). Nyeshet: You've got a decent framework there, but you should also take into account the weapon's crit range. What do weapons with, say, a x3 or x4 crit do, vs. a x2 crit? Most bludgeoning weapons and blades are only x2, most axes are x3, and scythes and picks are x4. I could easily see a x3 weapon (greataxe, e.g.) deal x2 and an effect (lopping off someone's head). I think what you need is a table with effects depending how much the PC exceeds the target AC (the "DC", in this case). For example: 1-4 over the number required is a minor effect - movement reduction, -2 to attack rolls, etc.; 5-8 over would be a moderate effect - one of the above plus 1 point of ability damage; 9-14 over would be a serious effect - one of the above and 1d4 points of ability damage, OR 1-2 points of ability drain (simulating massive damage to the limb); 15-19 would be a major effect - 1d6+1 points of ability damage, OR 1d4 points of drain from removal of the limb or massive trauma; and 20+ would be instant death. Something else I thought of - with this system, you could deal crits to undead and constructs, but they would be extra damage only - since they're not inconvenienced by damage to limbs and are immune to ability damage/drain, there could be no called shots, so the crit multiplier would be reduced by 1x. A crit is nothing more than getting in a particularly good hit anyway, so it would give the PCs a slight edge against these creatures. [/QUOTE]
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Merging Called Shots into Critical Hits
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