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General Tabletop Discussion
*Pathfinder & Starfinder
Merging Called Shots into Critical Hits
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<blockquote data-quote="Exen Trik" data-source="post: 3588112" data-attributes="member: 34942"><p>Some various ideas I've had so far: </p><p></p><p></p><p>The benefits of high critical range weapons is rather obvious: the get more chances to cause critical hits. They don't need further compensation for alternate critical effects.</p><p></p><p></p><p>Perhaps there should be a rule for weapons doing certain kinds of effects, where piercing weapons can do one set, bludgeoning another, and slashing have reduced abilities for each. Not really a balance issue, it just makes sense that spears won't knock people out and clubs won't gouge out eyes but swords are capable of either. Not sure how to implement that exactly, probably just give piercing and bludgeon weapons a bonus to their respective effects. </p><p></p><p>...Morningstars and gnome hooked hammers are starting to look much more appealing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>If the effects were instead based on saving throws, higher multipliers could increase the DCs by a few points. If you went that route of course, the additional rolls may not be very appealing. But it would be far less trouble than some critical hit tables I've seen. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Another idea is to use the critical multiplier as a kind of critical range within the confirmation roll. For example, trying to attack an arm with a sword would normally result a damaged limb plus normal damage, but with a confirmation roll of a natural 20 you would have a chance to sever it as well. Using an axe a confirmation roll of 19 or 20 would have this effect, and a scythe would be 18-20. This assumes that the confirmation roll would result in a critical hit normally.</p><p></p><p></p><p>And heres some ideas of what effects the various critical shots could have:</p><p></p><p>Ability score damage (temporary)</p><p>Ability score damage (permanent)</p><p>Penalty to attack rolls</p><p>Penalty to AC</p><p>Speed reduction</p><p>Bleeding wound</p><p>Subdual damage</p><p>Dazed/Stunned/other status effects</p></blockquote><p></p>
[QUOTE="Exen Trik, post: 3588112, member: 34942"] Some various ideas I've had so far: The benefits of high critical range weapons is rather obvious: the get more chances to cause critical hits. They don't need further compensation for alternate critical effects. Perhaps there should be a rule for weapons doing certain kinds of effects, where piercing weapons can do one set, bludgeoning another, and slashing have reduced abilities for each. Not really a balance issue, it just makes sense that spears won't knock people out and clubs won't gouge out eyes but swords are capable of either. Not sure how to implement that exactly, probably just give piercing and bludgeon weapons a bonus to their respective effects. ...Morningstars and gnome hooked hammers are starting to look much more appealing :) If the effects were instead based on saving throws, higher multipliers could increase the DCs by a few points. If you went that route of course, the additional rolls may not be very appealing. But it would be far less trouble than some critical hit tables I've seen. ;) Another idea is to use the critical multiplier as a kind of critical range within the confirmation roll. For example, trying to attack an arm with a sword would normally result a damaged limb plus normal damage, but with a confirmation roll of a natural 20 you would have a chance to sever it as well. Using an axe a confirmation roll of 19 or 20 would have this effect, and a scythe would be 18-20. This assumes that the confirmation roll would result in a critical hit normally. And heres some ideas of what effects the various critical shots could have: Ability score damage (temporary) Ability score damage (permanent) Penalty to attack rolls Penalty to AC Speed reduction Bleeding wound Subdual damage Dazed/Stunned/other status effects [/QUOTE]
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Merging Called Shots into Critical Hits
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