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Replacing Crits wwith Exploding Dice
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<blockquote data-quote="Ancalagon" data-source="post: 7082620" data-attributes="member: 23"><p>Warhammer had exploding dice... but warhammer was different.</p><p></p><p>Every weapon did 1d10 + something* damage. On a 10, you re-roll the to hit roll, if you confirm, reroll the d10 and add that to the damage (not the + something). If you roll 10 again, reroll damage (you only need to confirm once). We've never gone higher than 3 d10 of damage.</p><p></p><p>This made for a *very* tense combat system, as heroes had 10-20 hit points (and after that started taking critical hits, which are things like being knocked out, lost an arm, stabbed in the lungs etc...). </p><p></p><p>Behind the GM's table though I felt it forced me to pull punches :/</p><p></p><p></p><p>Edit:</p><p>* the something was based on strength, used to go from 2-6 usually. The target also had a toughness (2-6) which would reduce incoming damage. Usually the two canceled each other out. Armor also reduced damage (1 for leather, 3 for chain, 5 for plate kinda deal).</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7082620, member: 23"] Warhammer had exploding dice... but warhammer was different. Every weapon did 1d10 + something* damage. On a 10, you re-roll the to hit roll, if you confirm, reroll the d10 and add that to the damage (not the + something). If you roll 10 again, reroll damage (you only need to confirm once). We've never gone higher than 3 d10 of damage. This made for a *very* tense combat system, as heroes had 10-20 hit points (and after that started taking critical hits, which are things like being knocked out, lost an arm, stabbed in the lungs etc...). Behind the GM's table though I felt it forced me to pull punches :/ Edit: * the something was based on strength, used to go from 2-6 usually. The target also had a toughness (2-6) which would reduce incoming damage. Usually the two canceled each other out. Armor also reduced damage (1 for leather, 3 for chain, 5 for plate kinda deal). [/QUOTE]
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