D&D 5E Next: Working on a Critical Hit/Fumble Table


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the Jester

Legend
This is my "Colorful Critical Hit" system. The formatting is slightly out of whack, but you'll get the idea. :)

Colorful Critical hits in Cydra

Whenever a creature suffers a critical hit in Cydra, check the severity on the following table. This adds both color and deadliness to critical hits and helps scar characters up, leaving them with interesting stories to tell. The severity check is based on how much damage the character took relative to his current hit points. (This is an important part of the colorful critical hit system- otherwise, characters with high hit point totals will never take crits above 1d12 severity.)

Major Wound (less than half current hp): Roll 1d20
Grievous Wound (over ½ hp, still above 0): Roll 2d12+7
Incapacitating Wound (0 or less, still alive): Roll 3d10+16
Lethal Wound (dead): Roll 3d6+34

1
Impressive blow: marked (save ends)
2
Staggering blow: slide 1 square
3*
In the face: nose is broken (-1 Perception)
4
Knockdown: knocked prone
5
Ears ringing: deafened (save ends)
6*
Break 1d4 random digits: -1 to skill checks using the injured digit
7*
Break 1d6 ribs: -1 to speed and Fortitude
8^
Lose an ear: -1 to Perception checks
9
Lose shield or off-hand weapon: drops 1d4 squares away; if two-handed or natural weapon, target must spend a minor action to regain its grip or poise before it can attack with it again
10**
Break jaw/face: -2 to Bluff, Diplomacy and Intimidate
11
Armor or shield damaged: gains a wear point and the target suffers -1 defenses (save ends)
12
Break foot: slowed until end of next turn
13
Head shot: dazed until end of next turn
14*
Break hand: -1 to attacks with that hand
15%%
Blow to the head: deafened
16
Forehead smash: dazed (save ends)
17^
Lose a digit: if a toe, -1 to Acrobatics, if a finger, -1 to Thievery
18
Blood in eyes: blinded (save ends)
19**
Break lower leg or ankle: slowed
20**
Break lower arm or collarbone: -2 to attacks with that hand; cannot use shield
21**
Break sternum: can't run or charge, -1 Fortitude, -4 Endurance checks
22^
Nose chopped off: -4 Diplomacy, +1 Intimidate
23**
Break upper arm: unusable
24**
Break thigh: immobilized until end of next turn, slowed thereafter
25^
Eye put out: -2 Perception
26
Impaled: immobilized (save ends); may be impaled on weapon, dead body, terrain object, etc.
27^
Digits chopped off (1d5): If fingers, -2 to Thievery, if toes, -2 to Acrobatics
28*
Artery severed: ongoing 5/tier damage (save ends)
29^
Foot chopped off: fall prone, cannot stand (save ends), slowed
30^
Hand chopped off: cannot use
31^
Genitals destroyed: reproduction impossible, stunned until end of next turn
32^
Lower jaw ripped free: stunned (save ends), -4 Bluff and Diplomacy, +1 Intimidate
33%
Gutted: slowed; every time you take a move action make a moderate Acrobatics check or tangle feet, fall prone and suffer 5/tier damage; dazed and -2 defenses (save ends)
34^
Vocal cords ruined: -2 Bluff, Diplomacy, Intimidate; cannot speak
35^
Hamstrung: slowed
36**
Muscle damage: weakened
37
Terrific blow: unconscious (save ends)
38%%
Organ damage: weakened
39^
Leg chopped off: fall prone, cannot stand (save ends), immobilized
40^
Arm chopped off: cannot use, stunned (save ends)
41*
Knockout blow: unconscious
42%%
Brain damage: -4 to Intelligence and Wisdom-based skills
43^
Eyes put out: blinded
44%%
Rendered comatose: unconscious
45^
Spine shattered: paralyzed (roll 1d6: 1- total, 2- neck down, 3- waist down, 4- left side, 5- right side, 6- one random limb only)
46
Throat slit: ongoing 15/tier damage (save at -4 ends); Aftereffect: ongoing 10/tier damage (save ends); Aftereffect: ongoing 5/tier damage (save ends)
47^
Heart destroyed: slowed and weakened
48^
Brain destroyed: -8 to Intelligence and Wisdom-based checks
49^
Decapitated: blinded, deafened and stunned
50^^
Unseemed from nave to crotch: slowed, helpless and stunned
51^^
Head pulped: blinded, deafened, stunned and hard to find all the bits (spread over 3d6 square radius)
52^^
Cut in twain: immobilized, helpless and stunned
53^^
Cut in thirds: immobilized, helpless and stunned
54^^
Utterly dismembered: immobilized, helpless, stunned and ongoing 10/tier damage
55^^
Entire body explodes: immobilized, helpless, blind, deaf, stunned, ongoing 20/tier damage and spread over 3d10 square radius

An effect is alleviated when it is properly treated. An alleviated condition may still exist but no longer penalizes the victim (a broken arm is splinted or fixed in place, a sucking chest wound is sealed with something, etc).

Some critical hits remove limbs and impose a penalty.

*Any healing will alleviate this condition.
**Healing that restores hit points equal to the character's surge value will alleviate this condition.
%This condition is alleviated when the character is restored to full hit points.
%%This condition is alleviated by a remove affliction ritual or similar effect.
^This condition is alleviated by a regenerate ritual or similar effect.
^^This condition requires both a regenerate and a raise dead ritual or similar effects to alleviate it (even if the victim is somehow alive).
 

After playing Rogue Trader for a few months, I'm considering a D&D house rule. When you crit and you have spent an action point this turn, the attack causes a wound.

If the target is not bloodied after the attack, the wound is minor. Some penalties to attacks, to defenses, or ongoing damage until the end of the encounter.

If the target is bloodied before or after the attack, the wound is major. A limb becomes unusable until healed, or the target is blinded until healed, or damage whenever the target takes any move or standard actions. Such injuries recover on the disease track.

If the target is below 0 hp after the attack, the wound is severe. All bets are off, because you could just kill the person. Usually this is a severed limb, missing eyes, or permanent organ damage. These things can only be healed with magic.

When you score a crit, roll d12 for where the wound is. 1-2 left leg, 3-4 right leg, 5-7 chest, 8-9 left arm, 10-11 right arm, 12 head. (Variants, of course, for differently-shaped creatures.)

Solos and elites can inflict these wounds on PCs, since they have action points. The first time a solo suffers a wound, reduce its severity by one stage.
 

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