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Preserving the Fear Inherent in 1st Level
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<blockquote data-quote="pming" data-source="post: 7491196" data-attributes="member: 45197"><p>Hiya!</p><p></p><p><strong>DM</strong>: "<em>Ok guys, for this little mini-campaign we're going to be using the Critical Hits system from Hackmaster 4th Edition</em>"</p><p></p><p>Problem solved.</p><p></p><p>You're welcome.</p><p></p><p><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><em>EDIT: PS - I'm serious though...the Critical hits for HM4 are really fun and exciting and deadly, potentially. It's not that complicated once you have done it two or three times. There have been many truly memorable critical (and fumble) events via the HM4 rules...and they don't come up all that often, honestly. Most end up being a couple extra points of damage with maybe a small penalty to hit or damage. Easily convert such "numbered minutia" into 5e terms like Adv/Disad or maybe a forfeiture of the next Bonus Action or even Action. Something simple. And yeah, using the Fumble rules would also be a nice added bonus to a 5e game! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></em></p><p><em></em></p><p><em>DOUBLE EDIT: Actually, even using the Penetration Damage might be enough. Simply put, if you roll maximum on a particular damage die, you can roll that single die again, with a flat -1, and add it. Keep rolling until you don't roll max on that die. Ex: You roll 1d10 damage and get a 10. You roll it again with a -1. You roll another 10, and roll again, getting a 1. Your total damage is 10 + 9 + 0. This DOES make weapons that use d4's pretty nasty, potentially! As well as effects that do multiple dice...like Fireball. Rolling 5d6 is bound to get one or two (or more) 6's, and those sixes can get another one or two, etc. Basically anything that does damage dice, or 'heal dice' is affected by the Penetration rules. So yes, you could roll a Cure Wounds spell and heal 65 points or more...technically. Then again, that Frost Bolt could also do 65 points or more...so...yeah...</em></p><p><em></em></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7491196, member: 45197"] Hiya! [B]DM[/B]: "[I]Ok guys, for this little mini-campaign we're going to be using the Critical Hits system from Hackmaster 4th Edition[/I]" Problem solved. You're welcome. ;) [I]EDIT: PS - I'm serious though...the Critical hits for HM4 are really fun and exciting and deadly, potentially. It's not that complicated once you have done it two or three times. There have been many truly memorable critical (and fumble) events via the HM4 rules...and they don't come up all that often, honestly. Most end up being a couple extra points of damage with maybe a small penalty to hit or damage. Easily convert such "numbered minutia" into 5e terms like Adv/Disad or maybe a forfeiture of the next Bonus Action or even Action. Something simple. And yeah, using the Fumble rules would also be a nice added bonus to a 5e game! :D DOUBLE EDIT: Actually, even using the Penetration Damage might be enough. Simply put, if you roll maximum on a particular damage die, you can roll that single die again, with a flat -1, and add it. Keep rolling until you don't roll max on that die. Ex: You roll 1d10 damage and get a 10. You roll it again with a -1. You roll another 10, and roll again, getting a 1. Your total damage is 10 + 9 + 0. This DOES make weapons that use d4's pretty nasty, potentially! As well as effects that do multiple dice...like Fireball. Rolling 5d6 is bound to get one or two (or more) 6's, and those sixes can get another one or two, etc. Basically anything that does damage dice, or 'heal dice' is affected by the Penetration rules. So yes, you could roll a Cure Wounds spell and heal 65 points or more...technically. Then again, that Frost Bolt could also do 65 points or more...so...yeah... [/I] ^_^ Paul L. Ming [/QUOTE]
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