Post your favorite Critical Hit charts!

It sounds like what you are looking for has already been done in Torn Asunder: Critical Hits. The book focuses on a new critical hit system complete with location/damage tables and new rules on healing critical wounds. It won an Ennie Award back in 2004 and is currently being revised for Pathfinder.

PDF: Torn Asunder: Critical Hits - Bastion Press | EN World PDF Store

Print: Studio 2 Publishing, Inc.

Note: the Pathfinder version will be released around Gen Con under DragonWing Games banner.
 

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My critical hit charts are quite long... Several pages and they are not in English so posting them here would be of little use.

My critical charts in summa summarum:
Size matters. Perfect hit with a dagger needs skill and bit of luck, so we will leave these to those with death attacks, but a perfect hit with Greatsword is potentially a game-ender no matter the skill-level. My chart goes from 1-12, with 1 being a minor head injury, 9 and 10 are serious injuries that usually sever limbs or pulverize them. 12 is a serious and potentially fatal head-injury. All serious injuries include saves.

Compared to the target of the crit, light weapons roll 1d8, one-handed weapons roll 1d10 and two-handed weapons roll 2d6.

My tables also take striking from behind in account, and few critical become extremely deadly if applied straight from behind (flanking is not enough). Such crits can result spinal injury or neck-injury.

Charts are different for four-limbed creatures, winged creatures, limbless creatures and multi-limbed creatures.

Edit: I feel that my charts are better, versale and more logical than Torn Asunder.
 

I'm working on a critical hit system. The basics of it is this:

* As long as you are in positive hp numbers, this rule doesn't come into play.
* The "bleeding" rule from core (-1 hp/round while negative, unless someone stabilises you) is no longer in force. (However, certain effects make cause a "bleeding" status condition, which can happen regardless of positive or negative hp total.)
* Each time you take damage and that damage knocks you to -1 hp or lower, roll a Fort save (DC 10 + 1/2 new negative hp total). If you fail this check, you drop unconscious.
* Each time you take damage and that damage knocks you to -1 hp or lower, roll a Fort save (DC 10 + 1/2 new negative hp total). If you fail this check, you suffer a critical hit effect.

* If you are unconscious and at negative hp at the start of your turn, roll a Fort save (DC 10 + 1/2 current negative hp total). If you fail a total of three of these before you are raised back to a positive hp total, you die.
* If you are conscious and at negative hp at the start of your turn, roll a Will save (DC 10 + 1/2 current negative hp total). Success means you can perform a move action or a standard action. Failure means you can only perform a 5-foot step and/or non-magical speech. Success by 5 or more means you can act normally that round.

Critical hits generally mean partial/total loss of use of a limb or major sensory organ.
 

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