HomeBrew Crit system


Homebrew and House Rules


Some people love these charts
some Hate them.

Heres my latest compiltaton. Feel free to use it, ask questions or rant at it.

CONFIRMED CRITICAL CHART
Compiled by Murkmoldiev.
.
A Fighter of level 5+ or a character with Deadly critical or Weapon Grandmastery adds 1d6 to this roll and the Special chart roll.
D20 Roll.
1-5 Power of the blow knocks opponent prone and back 5 ft.
6-10 Power of the blow causes opponent to fumble.
11-12. Your blow painfully hacks into foes leg. Your foe is knocked to the ground and unable to stand due to agony for 1-6 rounds . Momement halved due to limping until healing recieved.

13-14 Your blow opens a painful wound in your opponent’s shield arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

15-16 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

17 Hard hit 20% extra damage on final damage count.
18 Powerful Hit 40 % extra damage on final damage count
19 Brutal Hit 50 % extra Damage on final damage count.
20 Roll on the Special Chart.
SPECIAL CHART !
( Armor ) means no special effects - but armor is damaged. Every attack on this chart inflicts an extra multiple ( or more if noted) on the damage.

1. Your blow destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 3d6 damage per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 20 each round or fall unconsious. Shield protects Left arm if one is worn.

2. Your blow destroys your opponent’s arm at the elbow and blood gushes at the rate of 4d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 24 each round or fall unconsious.Shield protects Left arm if one is worn.

3. Your blow destroys your opponent’s arm at the shoulder and blood cascades from the wound at the rate of 5d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 28 each round or fall unconsious.Shield protects Left arm if one is worn

4. Your blow destroys foot at the ankle blood gushes from the stump wound at 3d6 per round till stanched. Knocked to the ground and your opponent must make a fort save
DC 20 each round or fall unconscious.

5. Your blow removes foes leg at the knee. Blood gushes from the stump wound at 4d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 24 each round or fall unconscious.

6. Your blow destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 5d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 28 each round or fall unconscious.

7. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are stunned for 1-3 rounds. dropping anything held.

8. Your strike smashes foes nose stunning him for 1- 3 rounds, causing them to fall to the ground and drop any hand held items. Full helm protects against this.

9. Your blow strikes foes forehead foe drops to the ground stunned for 1-3 rounds and unconscious if a Fort save DC 20 is failed. Helmet protects against this.

10. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1-3 rounds. Foe must make fort save DC 20 or be knocked unconsious. Speech impossible till healed. Full helm protects against this.

11. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make DC 25 fort save or be knocked unconsious. Full helm protects against this.

12. Eye removed- stunned for one round - blinded in one eye. Visored hem protects.

13. Ear removed - Stunned for one round -deafened in one ear Helm protects.
14 Exceptional blow- weapon passes deep into body, Fort Save DC 20 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects.

15. Massive Chest Chop Foe exhausted and stunned one round - Shield protects.
16. Throat slash - no speech Bleeding 1d6 hp round Gorget protects
17. Throat cut - Two extra multiples. Bleeding 2d6 hp round.

18. Hideous Blow - Weapon Passes through body Fort Save DC 25 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 1- 6 hp round.

19.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples.

20 SUPER DOOPER HIT.
Roll 1d6.

1. Your blow divides foe in half, death is instantaneous
2. Your blow pierces foes heart and drives through to the other side. Foe drops dead in 1d3 seconds.
3. Devastating hit to the head, your opponent staggers back for 1d6 yards and falls dead. Thrashes once.
4. Your attack drives through foes eye and into brain, Foe screams but dies instantly.
5. Your blow caves foes head in. Foe silently slumps.
6. With a cry of “There can be only one.” You behead the enemy. Foes head flies off in random direction, landing 1d20 feet away. Option to kick head if it flys off near enough.

RPG Superstar 2010 Top 32

I'm not a fan of this sort of system, so I can't comment too much. I do notice that this is really humanoid-centric, though.


Yes it is.
The DM would have to adapt on the fly to fighing things wih tails and wings or blobs etc.


Is this in addition to the damage multiplier?

Either way, you might want to be fairly cautious with this. Gaming theory (and simple logic) holds quite solidly on the point that critical hit systems and fumble systems favor the monsters/bad guys far more than they favor the players.

Worse, the more severe the critical results, the more it favors the bad guys and screws over the players.

The reason is that each PC in your game has to survive hundreds of battles against potentially thousands of foes making possibly tens of thousands of attacks. But each monster only has to live a few rounds facing maybe a dozen or even a score of attacks, and is expected to die anyway. Further, most of the time your players have to finish several fights in a short period of time, or at least several fights in a day. Monsters almost never have to worry about this.

So, chop a monster's leg off, and, well, you win the fight a little faster. But chop a PC's leg off and that PC is seriously screwed. Even if you have resources like Regeneration available, you might only have limited use of it, and once you are forced to regenerate the fighter's leg in the first room of the dungeon, you may not be ready with a second regeneration to restore the rogue's hand in the next room...

Even when it comes to just damage, like doing 20%, 40%, 50% more damage to your foe, this still favors the monsters. Do more damage to a monster, it dies a little faster. Do more damage to the PC, you might kill him (never really the DM's goal), and if not, you are pretty much certain that this extra damage will require extra healing from the cleric to recover, and if the cleric is running low, and there are still more enemies lurking about, this extra damage could still prove fatal.

Ultimately, every villain, every room full of bad guys, every lair full of monsters, expects a TPK (against them). But it only takes one TPK against the PCs to ruin the whole campaign.

Be careful with this system, or at the very least, be certain your players like the kind of game where death is very real and they will probably go through six or eight characters before the campaign ends.


It looks really nasty but in reality the player/monster only gets to roll on the chart if his critical confirms.

Then he rolls the D20.
If he gets a 20 on the d20 he uses the Special chart.
Thats where the really brutal stuff is.
So that is a very small chance.
Lets say the weapon crits on a 20 and confirms on a 10 or up
It would go Natural 20
then 10 + then Natural 20 to get to roll on the brutal chart.

Sovereign Court

Thanks for sharing.

It would be so very nice if many more folks posted their ideas like you did!

Instead, I log on to always find the rogue-chicken, or orc-pie debates in full swing.

Thanks again.


Murkmoldiev wrote:

It looks really nasty but in reality the player/monster only gets to roll on the chart if his critical confirms.

That happens a lot more often than it seems. I've known groups with a 20-20-20 (three 20s in a row) auto-kill houserule and still, characters kept dying from it on a frighteningly regular basis.

There are a few good ideas behind this however:

I like the idea that a critical may bring more than extra damage. The most interesting effects are actually at the bottom of the chart (or is it the top since small number are listed first?). The push/fumble/disarm etc effects are my personal favorite. I personally don't care much if I kill an enemy clean or in a gory way, but adding bonus effects if the critical doesn't kill is cool. I'd expand on that...

Also, I don't like the +20%, +40% etc as it involves calculation and potential argumentation (40% on 12 = 4.8. 12 + 4.8 = 16.8. so that's 17 right? No? Common man, I'm 0.2 point away from 17...). Instead, I'd have static damage modifier (+1d6, +2d6, +3d6... or +1d6, +1d8, +1d10)

The super-uber criticals are superfluous. Suffice to know that the enemy's dead.

On a general note, I'd tone it down. Being stunned for more than a round (never mind unconscious and bleeding multiple d6s per round) is already a death sentence in most cases. You shouldn't have to overdo it to make your game very deadly...

[Edit]: Also, the system already provides with a wide selection of effects and conditions. Those can be used. Wounded to the leg: treat as affected by caltrops. Head-Ding: treat as affected by a color-spray. This could avoid situations were high level players are destroyed by a goblin's lucky blow (since some effects from spell take the character's level or creature's HD in consideration).

'findel


Problem with any "expanded critical system" is evaluating how much time does it eat up?

Have seen some really interesting critical systems but usually they tend to pull the emergency break on combat times.

Much prefer basic critical systems or something like:
Roll to attack
Roll to confirm critical
if roll to confirm also falls into critical threat range increase critical multiplier by one.
Repeat as long as threat confirmation is within threat range

take the long sword:
I roll and hit with a possible critical
I reroll to confirm and roll a natural 19
Since this is still in the critical range, my multiplier jumps to x3.
I roll again and by a miracle get a 20. multiplier jumps to x4.
i roll again and get a 15. in the end my attack is fro 1d8x4 Damage.

-Weylin


Murkmoldiev wrote:

It looks really nasty but in reality the player/monster only gets to roll on the chart if his critical confirms.

Then he rolls the D20.
If he gets a 20 on the d20 he uses the Special chart.
Thats where the really brutal stuff is.
So that is a very small chance.
Lets say the weapon crits on a 20 and confirms on a 10 or up
It would go Natural 20
then 10 + then Natural 20 to get to roll on the brutal chart.

I agree with DM_Blake I think this sort of system favors monsters, and can be quite vicious to players. Think of how many dice you roll vs how many your players will in a typical encounter? The risk reward is way off.

First of all the chances of a monster critting (because there are generally more of them) is higher then any of the pc's individually or combined. Second like blake said, the monsters are in one fight, the pc's in many.

Reward: A PC gets a good roll on a crit and does something kinda cool, everyone smiles, and the monster is killed or severely weakened making the encounter faster. Time of enjoyment, a few minutes at most.

Risk: A PC is crippled or killed with one of these crits by a monster that shouldnt have been able to do that to him. If there is not a way to repair the damage (spell isnt prepared or already used to put the arm back, or perhaps not even available). Time of penalty: Hours or more. It could even last multiple game sessions.

What you stand to gain from a system like this doesnt even compare to what you stand to lose because of it. The risk is greater then the reward by a large margin and the changes of the risk are higher then that of the reward.


Hmm..

You have all brought up some very interesting points.
Very very valid too.

I have about 20 people play testing it right now and Im going to watch
the "Fun from kicking monster heads like soccor balls "
Vrs
"TPK game ends or new player is hating life because hes being carried legless and screaming from the dungeon" factor.


Full fix up.

Im made it better I think and not so deadly.
This one will be the one that gets playtested.

CONFIRMED CRITICAL CHART
Compiled by Murkmoldiev.

A Fighter of level 5+ or a character with Deadly critical or Weapon Grandmastery adds 1d6 to this roll and the Special chart roll.
D20 Roll.
1-5 Power of the blow knocks opponent prone and back 5 ft.
6-10 Power of the blow causes opponent to fumble.
11-12. Your blow painfully hacks into foes leg. Your foe is knocked to the ground and unable to stand due to agony for 1-6 rounds . Momement halved due to limping until healing received.

13-14 Your blow opens a painful wound in your opponent’s shield arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

15-16 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

17 Hard hit - Weapon does its damage dice again on final damage count.
18 Powerful Hit - Add the unmodified maximum weapon damage as extra damage on final damage count
19 Brutal Hit- roll modified damage again and add, extra Damage on final damage count.
20 Roll on the Special Chart.
SPECIAL CHART !
( Armor ) means no special effects - but armor is damaged.
Every attack on this chart inflicts an extra multiple ( or more if noted) on the damage.

1. If blow exceeds half total hit points it destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 1d6 damage per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 18 each round or fall unconsious. Shield protects Left arm if one is worn.
If the blow does not do over half the character HP then treat as arm hit on first chart.

2. If blow exceeds half total hit points it destroys your opponent’s arm at the elbow and blood gushes at the rate of 2d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 20 each round or fall unconsious.Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart.

3. If blow exceeds half total hit points it destroys your opponent’s arm at the shoulder and blood cascades from the wound at the rate of 3d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 22 each round or fall unconscious. Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart.

4. If blow exceeds half total hit points it destroys foot at the ankle. Blood gushes from the stump wound at 1d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 18 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart.

5.If blow exceeds half total hit points it destroys leg at the knee. Blood gushes from the stump wound at 2d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 20 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart.

6. If blow exceeds half total hit points it destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 3d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 22 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart.

7. Massive Chest Chop Foe exhausted.- Shield protects.

8. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are dazed for 1-3 rounds.

9. Your strike smashes foes nose dazing him for 1- 3 rounds. Full helm protects against this.

10. Your blow strikes foes forehead also causes them to fall to the ground and drop any hand held items Foe is dazed for 1-3 rounds. Helmet protects against this.

11. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1-3 rounds. Foe must make fort save DC 20 or be knocked unconsious. Speech impossible till healed. Full helm protects against this.

12. Eye removed- stunned for one round - blinded in one eye. Visored hem protects.

13. Ear removed - Stunned for one round -deafened in one ear Helm protects.

14. Exceptional blow- weapon passes deep into body, Fort Save DC 20 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects.

15. Throat slash - no speech Bleeding 1d6 hp round. Gorget protects
16. Throat cut - Two extra multiples. Bleeding 2d6 hp round.

17. Hideous Blow - Weapon Passes through body Fort Save DC 25 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 1- 6 hp round.

18. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make DC 25 fort save or be knocked unconsious. Full helm protects against this.

19.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples.

20 SUPER DOOPER HIT.
Roll 1d6.

1. Your blow divides foe in half, death is instantaneous
2. Your blow pierces foes heart and drives through to the other side. Foe drops dead in 1d3 seconds.
3. Devastating hit to the head, your opponent staggers back for 1d6 yards and falls dead. Thrashes once.
4. Your attack drives through foes eye and into brain, Foe screams but dies instantly.
5. Your blow caves foes head in. Foe silently slumps.
6. With a cry of “There can be only one.” You behead the enemy. Foes head flies off in random direction, landing 1d20 feet away. Option to kick head if it flys off near enough.


Here is the final version.
I have play tested it in one game.
No players were killed.

CONFIRMED CRITICAL CHART
Compiled by Murkmoldiev.

A Fighter of level 5+ or a character with Deadly critical or Weapon Grandmastery adds 1d6 to this roll.
D % Roll.
1-20 Power of the blow knocks opponent prone and back 5 ft.
21-40 Power of the blow causes opponent to fumble- Roll on fumble chart.
41-50. Your blow painfully hacks into foes leg. Your foe is knocked to the ground and unable to stand due to agony for 1-6 rounds . Momement halved due to limping until healing received.

51-60 Your blow opens a painful wound in your opponent’s shield arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

61-64 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

65-69 Hard hit - Weapon does its damage dice again on final damage count.
70-74 Powerful Hit - Add the unmodified maximum weapon damage as extra damage on final damage count
75-79 Brutal Hit- roll modified damage again and add, extra Damage on final damage count.
79 If blow exceeds half total hit points it destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 1d6 damage per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 18 each round or fall unconsious. Shield protects Left arm if one is worn. EXTRA MULTIPLE.
If the blow does not do over half the character HP then treat as arm hit on first chart.

80 If blow exceeds half total hit points it destroys your opponent’s arm at the elbow and blood gushes at the rate of 2d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 20 each round or fall unconsious.Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart. EXTRA MULTIPLE

81 If blow exceeds half total hit points it destroys your opponent’s arm at the shoulder and blood cascades from the wound at the rate of 3d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 22 each round or fall unconscious. Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart. EXTRA MULTIPLE.

82 If blow exceeds half total hit points it destroys foot at the ankle. Blood gushes from the stump wound at 1d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 18 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE.

83 . If blow exceeds half total hit points it destroys leg at the knee. Blood gushes from the stump wound at 2d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 20 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE

84. If blow exceeds half total hit points it destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 3d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 22 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE

85 . Massive Chest Chop Foe exhausted.- Shield protects. EXTRA MULTIPLE

86. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are dazed for 1-3 rounds. EXTRA MULTIPLE

87. Your strike smashes foes nose dazing him for 1- 3 rounds. Full helm protects against this.EM

88. Your blow strikes foes forehead also causes them to fall to the ground and drop any hand held items Foe is dazed for 1-3 rounds. Helmet protects against this.EM

89. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1-3 rounds. Foe must make fort save DC 20 or be knocked unconsious. Speech impossible till healed. Full helm protects against this. EM

90. Eye removed- stunned for one round - blinded in one eye. Visored hem protects. EM

91. Ear removed - Stunned for one round -deafened in one ear Helm protects. EM

92. Exceptional blow- weapon passes deep into body, Fort Save DC 20 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects. EM

93. Throat slash - no speech Bleeding 1d6 hp round. Gorget protects. EM
94. Throat cut - Two extra multiples. Bleeding 2d6 hp round. EM

95. Hideous Blow - Weapon Passes through body Fort Save DC 25 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 1- 6 hp round.

96. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make DC 25 fort save or be knocked unconscious. Full helm protects against this.

97.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples.

98- 99 SUPER DOOPER HIT.
Roll 1d6.

1. Your blow Cleaves foe in Twain. Your evil grimace causes all foes within 30ft to become shaken till end of combat.
2. Your blow pierces foes heart and drives through to the other side. Foe drops dead in 1d3 seconds. Your lucky shot restores your luck to its initial level.
3. Devastating hit to the head, your opponent staggers back for 1d6 yards and falls dead. Thrashes once. Your powerful slam fills you with hope. Any fatigue or exhaustion or physical condition effects you suffer is removed.
4. Your attack drives through foes eye and into brain, Foe screams but dies instantly.
Your skill and confidence gains you an Extra NO !
5. Your blow caves foes head in. Foe silently slumps. Your burst of heroism shakes off some damage. You Heal 25% of your HP instantly.
6. With a cry of “There can be only one.” You behead the enemy. Foes head flies off in random direction, landing 1d20 feet away. Option to kick head if it flies off near enough. You receive all the 1-5 good effects.

100. Wrath of the Gods of War, Attacker is filled with the wrath. And after chopping the foe down and flinging the body aside like a headless rag doll, he gets an immediate free move action and an Immediate free attack or action with a + 20 to the roll. As well as a Hero Point.


I am testing a sort of similar critical hit table. It also is used only when a 20 is rolled to confirm a critical hit.

From my experience with similar tables makes it clear that its the PCs get the worse of the table. Myself and my players are fine with that. We are also fine with the small increase in time spent. We play a pretty technical brand of 3.75 anyways. The table makes use of increasing critical hit multipliers, status affects that last throughtout the encounter, and possible permanent effects (less movement, lower skills, penalties to certain rolls). I know it sounds severe (and it probably is) but I think it has two added benefits not previously mentioned:

First it has the potential of making a battle very memorable. After playing weekly for many years, one fight can very much begin to seem like another. Giving out or recieving a memorable severe critical hit will make the fight stand out and be retold in stories over and over.

Second, specificly with the permanent effects. It opens up role playing opportunities. It provides small handicaps and potentially gruesome scars to change a character's appearance. It also gives the character 'a story', they can tell NPCs or other PCs about the 'lucky goblin spear that cost 'em a eye' or the dragon's bite that left them with a limp. Think of the great scene in Jaws when they are comparing scars and telling shark stories. Anyways, just a thought. If anyone is interested I can post the chart I am trying out. Thanks for reading.


Sorry be being so late on the reply.

I would LOVE to see your chart !
You so right about memorable battles.

My friend will never forget the day a lowly orc took out his 27th level rangers eye !!! As well as all the penalties it incurred to his archery all the way back to healingville.
Looking forward to seeing your chart and stealing stuff from it.


Formatting is poor. Sorry.
Its very 'humanoid-centric' and requires some thinking on the fly by the DM (had a purple worm 'hamstrung' the other day). Its also quite complicated. Some results have 3 options depending on damage type. I started running out of ideas at the end but I'm not too unhappy with it.

Severe Critical Hit Draft, V.2 (last updated 9/1/09)

Severe Critical Hits: On any roll that indicates a critical hit, against a foe which is susceptible to critical hits, and the confirmation roll is a natural 20, consult the table below. When using a feat or affect that automatically confirms critical hits, make the roll anyways for the chance of a 20.

Permanent damage are removed only with a miracle spell, wish spell, regeneration spell, or when reincarnated into a new body.

Spells or other options that remove certain status effects (sickened, exhausted, etc. ) do not remove these effects. Only those spells above (or other effects that mimic those spells) have any effect on the below consequences.

Bleeding Wounds (X): where x is the number of hit points lost each round. The wound continues to bleed until the individual receives magical healing of at least the amount of X or someone makes a heal check DC 15 + X as a full round action.

Damage Modifier: this is the increase added to the normal critical damage modifier, the increased damage is regardless of saving throw results.

Roll d20:
1.
A. Decapitated! (Slashing); No Save, Immediate Death.
B. Pierced Through Heart! (Piercing) No Save, Immediate Death.
C. Head Caved In! (Bludgeoning) No Save, Immediate Death.

2.
A. Disemboweled! (Slashing): Permanent -1 Fortitude saves. Fort Save DC Damage Dealt:
Failure: Immediate Death
Success: Until the end of the encounter: sickened, -4 on Fortitude Saves, Movement reduced by
½, may not use one arm (Hold those guts in!).
Damage Modifier: +2

B. Pierced Through the Eye! (Piercing): Permanent -2 Spot and Search Checks, -1 to ranged attacks.
Fort Save DC Damage Dealt:
Failure: Immediate Death:
Success: until the end of the encounter you have -4 to hit melee attacks, -8 to hit ranged attacks, -2 to armor class, -2 to reflex saves, -10 to spot and search checks.
Damage Modifier: +2

C. Skull Crushed! (Bludgeoning): Permanent -1 to Will saves. Fort Save DC damage Dealt:
Failure: Immediate Death.
Success: Stunned 1 round followed by dazed 1 round, for the rest of the encounter you have -2 to hit, -4 on all INT and WIS based skills, -4 to will saves, -10 to concentration and balance checks.
Damage Modifier: +2

3.
A. Back Stabbed! (Piercing): Fort Save DC Damage Dealt
Failure: knocked prone, you are helpless on the ground. You may take mental actions, speak, and cast spells or use powers that have only verbal components.
Success: Knocked prone, for the rest of the encounter your movement reduced by ½, you have -4 to hit and damage, 20% spell failure for spells with somatic components, -2 to AC, and -2 to reflex saves
Damage Modifier: +2

B. Spine Slashed (Slashing): See Back Stabbed. Damage Modifier: +1

C. Vertebrae Shattered (Bludgeoning): See Back Stabbed. Damage Modifier: +1

4. A. Lung Pierced! (Piercing): Fort Save DC Damage Dealt:
Failure: Rest of the Encounter you are treated as if exhausted and have -4 on fortitude saves, -6 on CON based skills,
Success: You are exhausted for 1d4 rounds followed by fatigue for the rest of the encounter.
Damage Modifier: +1

B. Torso Gauged! (Slashing) See Lung Pierced above.
Damage Modifier: +1

C. Rib’s Splintered! (Bludgeoning) See Lung Pierced Above.
Damage Modifier: +1

5.
A. Bloody Scalp Wound!(Any): Fort Save DC damage dealt.
Failure: Bleeding Wound (2), while the wound bleeds you have -2 to hit melee attacks, -4 to spot and search, -4 to hit ranged attacks.
Success: as above but Bleeding Wound (1)

6.
A. Face Shredded! (Slashing or piercing): Permanent -4 nonmagical disguise checks, -1 diplomacy, +1 intimidate checks. Fort Save DC damage Dealt:
Failure: For rest of encounter -2 AC, -2 Reflex, -4 to hit rolls on attacks, 50% spell failure for spells with verbal components.
Success: For rest of encounter -1 AC, -1 Reflex, -2 to hit, 25% spell falure for spells with verbal components and no permanent damage.

B. Face Smashed! (Bludgeoning) See Face Shredded Above.

7.
A. Throat Ripped Out! (Slashing or Piercing): Permanent voice change, can’t yell. Fort Save, DC = damage dealt.
Failure: Until end of the encounter; Bleeding Wound (5), can’t speak, can’t cast spells with verbal components, -4 fortitude saves.
Success: Until end of encounter; Bleeding Wound (2), can’t speak, can’t cast spells with verbal components, -2 fortitude saves.

B. Throat Crushed! (Bludgeoning): Permanent voice change, can’t yell. Fort save, DC = Damage Dealt
Failure: for the rest of the encounter you are treated as if exhausted, -4 fortitude saves, movement -10’. You can’t speak or cast spells with verbal components.
Success: For the rest of the encounter you are treated as fatigued, -2 fortitude saves. Movement -5’, You can’t speak or cast spells with verbal components.

8.
A. Arm Mangled!, Primary. (Any). You drop what’s in your hand. Fort Save, DC = damage dealt.
Failure: You can’t use this arm for the rest of the encounter. You have a 50% spell failure rate for spells with somatic components, -10 to climb, -5 to swim.
Success: For the rest of the encounter; If you wield a weapon in this hand or use a two handed weapon you have -5 to hit and -10 damage, you have -5 climb and -2 swim and a 20% spell failure rate with spells with somatic components.

9.
A. Arm Mangled! Secondary. Primary. (Any). You drop what’s in your hand. Fort Save, DC = damage dealt.
Failure: You can’t use this arm for the rest of the encounter. You have a 50% spell failure rate for spells with somatic components, -10 to climb, -5 to swim.
Success: For the rest of the encounter; If you wield a weapon in this hand or use a two handed weapon you have -5 to hit and -10 damage, you have -5 climb and -2 swim and a 20% spell failure rate with spells with somatic components. If you are using a shield with this arm you gain only ½ the usual shield bonus.

10.
A. Hand Stabbed! Primary. (Piercing). Drop what’s in your hand. Fort save DC = damage dealt.
Failure: You can’t use this hand for the rest of the encounter. You have a 50% spell failure rate for spells with somatic components, -10 to climb, disable device, open lock and other skills requiring manual dexterity.
Success: For the rest of the encounter you have -2 to hit and -4 damage with attacks using this hand, you have a 25% spell failure chance with spells with somatic components. You have a -10 penalty to resist attempts to disarm anything in that hand. You have a -5 penalty to climb, disable device and open lock checks.

B. Hand Slashed! Primary (Slashing) As Hand stabbed above.

C. Hand Crushed! Primary (Bludgeoning): As Hand Stabbed Above.

11.
A. Leg Pierced! Secondary (Piercing). Fall Prone. Fort save DC = damage dealt.
Failure: Until the end of the encounter your land speed is to 5’. You can’t run or charge. You have -5 to swim, climb, and jump checks. You have a -2 penalty to AC and damage rolls. You have -5 to checks to resist trip, trample, overrun or bull rush attacks. You may not set a spear to receive a charge.
Success: Until the end of the encounter your land speed is to one half. You can’t run or charge. You have -5 to swim, climb, and jump checks. You have a -2 penalty to AC and damage rolls. You have -5 to checks to resist trip, trample, overrun or bull rush attacks. You may not set a spear to receive a charge.

B. Leg Gashed! Secondary (Slashing) As Hand stabbed above.

C. Leg Splintered! Secondary (Bludgeoning): As Hand Stabbed Above.

12.
A. Hamstrung! (Any) Permanent -5’ to base land and swim speed. Fort save DC = Damage Dealt.
Failure: You are knocked prone. For rest of the encounter your movement is reduced to 5’, you can’t run, charge or take 5’ steps. You have -10 to climb and -5 to swim and -10 to checks to resist trip, trample, overrun, and bull rush attempts. You may not set a spear to receive a charge.
Success: for the rest of the encounter your movement is reduced by ½. You can’t run, charge or take 5’ steps. You have -5 to climb and -3 to swim and -5 to resist trip, trample, overrun, and bull rush attempts. You may not set a spear to receive a charge.

13.
A. Foot Shattered! (Any): Permanent -5’ to base land and swim speed. Fort Save DC = Damage Dealt.
Failure: You are knocked prone. For the rest of the encounter your movement is reduced by 50%, you may not run or charge or take 5’ steps. You have -8 to jump and climb checks. You have -8 to resist bull rush, trample, overrun or trip attempts.
Success: Your movement is reduced 10’, you can’t run or charge or take 5’ steps. You take -4 on jump and climb checks. You have -4 to resist bull rush, trample, overrun, or trip attempts.

14.
A. Blow to Head! (Any) Fortitude Save DC = Damage Dealt.
Failure: Stunned 1d4 rounds then dazed 1 round, for the rest of the encounter you have -10 on concentration and -5 on balance checks and spot, 25% spell failure, -4 to will saves, -2 to hit.
Success: Dazed for 1d3 rounds. For rest of encounter you have -5 on concentration checks, -3 on balance checks, 10% spell failure check, -2 on will saves and -1 to hit.

15.
A. Groin Injury! (Any) Fort Save DC = Damage Dealt
Failure: You are knocked prone. You are nauseated for 1d3 rounds. For the rest of the encounter you are sickened, your movement is cut in half, an additional -4 on concentration checks, and -2 on attack rolls.
Success: Nauseated 1 round. For the rest of the encounter you are sickened.

16.
A. Wind Knock out of You! (Any). Fort save DC = Damage Dealt
Failure: for the next 1d4+1 rounds you cannot run or charge and may not take a full attack option. You have -2 to hit and damage rolls until then. You have a 20% spell failure for spells or powers with verbal components.
Success: Until the end of your next turn you cannot run or charge and may not take full attack option. You have -2 to hit and damage rolls until then. . You have a 20% spell failure for spells or powers with verbal components.

17.
A. Glancing Blow to the Head! (Any) Fort save DC = Damage dealt.
Failure: dazed until the end of you next turn, for 1d4+1 rounds you have -5 on concentration checks, -3 on balance checks and spot, 20% spell failure, -2 on will saves and -1 to hit.
Success: until the end of you next turn you have -5 on concentration checks, -3 on balance checks and spot, 20% spell failure, -2 on will saves and -1 to hit.

18.
A. Numbing Blow to the Arm! (Any) Fort save DC = Damage dealt.
Failure: Drop what is in your hand (50% primary, 50% secondary). For the next 1d4+1 rounds you have -2 to attack and damage rolls when using that arm (including a two handed weapon), a -2 on open lock, disable device checks.
Success: Until the end of your next turn you have -2 to attack and damage rolls when using that arm (including a two handed weapon), a -2 on open lock, disable device checks.

19.
A. Numbing Blow to your Leg! (Any) Fort save DC = Damage dealt.
Failure: Fall prone, for the next 1d4+1 rounds your movement is reduced by ¼. You cannot run or charge. You have -3 to resist being tripped, tramples, overrun, or bull rushed.
Success: Until the end of your next turn, your movement is reduced by ¼. You cannot run or charge. You have -3 to resist being tripped, tramples, overrun, or bull rushed.

20. A. Near Miss! Count your blessings.


I, too, have developed a chart for rolling specific critical hits. In my long-standing campaign (nearly 10 years strong, multiple groups) we have enjoyed the dangerous aspects of this. I've asked the players on many occasions if they'd rather stick with the RAW on this, scale it back to "less deadly," or even use the deck of cards found in Paizo's store. Every time, they want to keep the homemade chart.

In our campaign, we've dropped the "confirming of critical hits." If you roll a natural 20, you reference the chart. Period. If your weapon has an extended crit range (or if you have Improved Critical, etc), the lesser numbers are automatically confirmed and the damage is automatically multiplied.

I know exactly what the detractors of a system like this will say, and I completely understand their arguments. However, we have found the game to be MORE enjoyable when this added lethality is present. Yes, characters have died from it, but many more monsters and villians have been put down in quite memorable ways because of this system. In fact, there are several instances when a particular monster could NOT have been killed except for that amazing (and improbable) lucky natch-20 followed by a "00" on the chart.

I'm not going to post it here (for time and space reasons), but suffice it to say that it's similar in flavor to the chart Murkmoldiev submitted. However, if anyone really wants to see it, I'll e-mail it to you (Word format) once you've supplied an address.


Please send it to me !
agentfestaskull@hotmail.com

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