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So I've played this game before, and as I'm reinstalling it, I was thinking it could be a bazaarly fun (ha ha) pen and paper game: http://en.wikipedia.org/wiki/Recettear:_An_Item_Shop%27s_Tale Party start level 1 and young (hopefully not naïve). The parents of one/some of the players embark off on adventure! They never return. Things get dire financially. Debt company fairy rocks up. The shop owned by the adventuring couple must sell sell sell, and get as much as it can, anyway it can, and then sell that. Or what little property owned is taken by the company ma... fairy. Party are the orphans (?) and friends. Business, adventuring, theft and capitalism. :D What do you reckon? Could it work?
Latest one, a nice long discussion, some brilliant points on the editions and how gaming has changed (and the divide/mixing with mmos) by people like Vincent Takeda, Adamantine Dragon, Fabius Maximus, then it gets closed because of a few hostile posters. http://paizo.com/threads/rzs2pwl3&page=4?MMOs-are-evil#161 What the hell mods? Stop killing the good threads on gaming, in gamer talk!
Some evidence first: http://paizo.com/threads/rzs2phwg&page=last?Which-alignment-or-alignmen ts-based-on-the Alignment thread closed on page 2, for getting off topic for just a few posts. http://paizo.com/threads/rzs2pv9v?101-reasons-why-4e-blows Thread locked on page 1. Tried to be one of the 101 threads, mod claimed it was a part of the edition wars, but it was about the problems of 4th ed, with a bit of humour thrown in. http://paizo.com/threads/rzs2pqgk?Arrogance-and-Character-Stats Thread killed on page 1. The mod admitted “I'm not sure what's going on in this thread, or why practically every post in it is flagged”. So she didn’t know what the thread was about, and blindly responded to the flagging and locked it. This is on page one, with no breach of the rules. http://paizo.com/threads/rzs2ppbn?Why-do-some-people-constantly-move-the-go alposts Thread locked on page 2, in gamer talk, about posters, human nature and moving goalposts. thread locked for sniping and apparently, jokes. Yes, jokes and sarcasm. Plenty more examples out there. Check gamer talk. Should paizo mods lock this thread when it isn’t breaking any rules (like the last two threads on this topic) you are only proving my points correct (again) that the locking is getting out of hand. The mods have become overzealous. They shut down threads for weak reasons, as the fancy takes them. This stuffs around the posters, their customers, and as a poster that likes to post, that is why I care. Sometimes the shutting down occurs on page 2 of a thread, sometimes they lock a thread people are very interested in posting in, the long threads with varied posters and a lot in them.
Hello all, this is on a problem. Namely, the locking of threads left right and center. Especially when they are killed prematurely on or before page 2, because of a few flagged posts, or cancelled mid-discussion, which is not very respectful of the discussion going on, and the non-trolls which are posting. Of course, this is in response to, and a continuation of, the last thread. Which ended when the mods made their long posts, and then quickly locked the thread before there could be further replies. I believe it is worth some discussion.
Here we go, a surprising reveal! I have played plenty of pathfinder adventure paths, got to know PF over the years, played too much 3.5, and mixed the two. I have discovered that while the adventures are pretty good, plenty of the characters are interesting, the dungeons are superb; the crunch of the system can get in the way of a game and a fantasy system and game does not need this amount of crunch! Yes, the rules, the crunchiness, the long time spent levelling or considering options is not time spent playing. Vast troughs of abilities, a skill system trying to cover everything, numbers crawling ever higher requiring scraping and far too much game mastery to reach them, it is unnecessary and can be discouraging for new players. I made a new game system recently. Its central philosophy was to be hack and slash combat and adventuring while being as smooth as enjoyable as possible. Maths would be kept at a minimum, no +3+12+2+1, not because of a problem with maths (I have extensive 3.5 experience), but because throwing giant numbers at a target number is not gripping play. It centers around, for combat, attack and defence rolls, but there are almost no modifiers. If you are good or skilled, the dice you use increased. Yes, it is a fantasy conversion that does not use d20, but the d8, d10, and d12 are used a great deal. I also wanted to give the d12 some spotlight. You don't even get into modifiers, apart from a few situational bonuses(charge grants a +1), until you get past d12 and into d12+1. Shields increase your defence die, there is no need for a long complicated calculation of AC. You have a defence die, and that is what you roll against an attack, in real time, dice against dice, attack against defence. So I wanted to post this up. That there is a better way to play fantasy. A more gripping way, a way that does not require game mastery, only a wish to adventure. It is far simpler, and extremely easy for new players to pick up, and relaxing for more experienced players that no longer need to carefully calculate every part of their sheet, less they be behind the power curve. Some have compared it to AD&D (before expansions) and making a build is extremely easy. Upgrades occur through build points, which raise dice and unlocks skills and new abilities. There are no feats, but as the dice used for a stat or skill increase, unlocks become available. These are kept simple, and effective. No complicated feat buggery here. The games so far have been truly enjoyable, for the players and the dm. Levelling takes almost no time, there are no levels, only upgrade "build" points. As the players journey on, I am using pathfinder material, and it is truly useful. The complex mechanics of pf (or 3.5) matter naught, when you have a clean and easy to use system. Adventure is easy!
My game is half way through, I was wondering where to take it, how to merge where the players are now to the next stage, and then a friend gave me an idea. Context
Jump ahead, they skirmished the dragon, eventually won, almost lost a party member, the keep is partly destroyed. The hobs they freed and worked together, it is looking like they will let them head their separate ways, everyone left alive lives. Except, now they will hear of the dragonslayer curse from the monk. The Curse
Aftermath
That is what I have planned, knights will soon be attracted to the chance at killing dragonslayers, soldiers will invade, they will be set up, it will be tough going, but victory is possible. I smiled as I hammered this idea out, because I got to thinking, would you trust someone who could kill a dragon? Such power and skill, such bravery could cause great offence in a warrior society. My fiend suggested that with such deeds, they may no longer be considered human (and yet they can of course die). Quite different to how a dragonslayer is received and accepted in Skyrim.
I've played kingmaker and had a lot of fun, and recently as dm the players took some bait and started to raise their own settlement. They are in a home brew world and not wanting to be kings/queens or rigid leader figures. And yet they now have a motte and bailey on a river and an increasing number of tenants (seven families now) of multiple species. Freemen and freewomen, lizardman peasants and thri kreen hunters. Like kingmaker, their base is a keep, they have their water supply, and they have pushed back multiple threats in the region before settling down briefly with some down time. Then, people have arrived to this new safe and protected region. What they have faced already:
Climate is temperate, hills, nearby woods, good water supply, fey and mostly peaceful ogres around, strong enemies to the south east and north west. In a stretch of mostly safe land (the werewolves aren't all gone). So a friend remarked that the players are beginning a game of civilisation. I am surprised the fighter monk and ninja players take it in the this direction. I am brain-storming for what to add, so how do you think it should go from here? What should they face next in terms of threats, missions and internal problems for the new settlement. Inner and outside difficulties? :D Cheers,
D&D fantasy politics alignment question. Do you think pallies or other hard lawful goods, would be likely to back a NG religious/populist movement against the feudal order? The feudal order in this instance is not truly good or truly evil. The aristocratic elites are varied in their alignments, but have been squabbling and skirmishing a great deal with the people suffering. Evil leaders are out there and protected/established. Been playing a lot of shogun 2, allied to the ikko buddhist monks and it got me thinking. LE I feel could back the NGs and radical change, if they could come out truly high and on top. Manipulate their way up the hierarchy and play at being good. Although this is unlikely. LN in service to the current order and drawing their reason for being from this order, doesn't seem likely to abolish the law and feudal state at all. They would be the reliable defenders of it. Let me know where you fall on this. :D
Simple enough topic, do you allow pvp in your games? Has it been allowed in games that you have seen?
A curious beholder wants to know. Cheers.
The party is in a region where vermin are a real problem. In the past they have dealt with giant killer bees, phase spiders and giant ants eating them in cramped dungeon tunnels while they tried to crawl and climb out of the nest "my legs, aaah, my legs". That sort of thing. Heading through a new region inside this vermin infested land, I wanted to throw in giant funnel web/trapdooor/mouse spiders. Since I just found a webbed hole in my backyard and purged it with cleansing burning water. I want to give these spiders some spellcasting ability, not so dissimilar to the phase spider. What abilities/spells should they have? The party will stumble across some burrows, be attacked and then find a village that is truly creeped out by the increased trapdoor spiders and really needs some help. So, how would you make these spiders cool?
I’ve got a short adventure idea that I wanted to share with you all. First off, pre-gen to begin with. Or alternatively, I might throw this at my current party, after the next arc is finished. Anyway, on to the setting. The party will be starting at level 2, and choose their chars from this list. 3.5 classes, but this could work for pathfinder easily enough. Depends who I am running it for. A marshal emphasising the polearm. A leader with a background of very mixed former employers, walking the line of good and evil.
The setting is this, it is an attack on a hobgob keep, far from civilisation. Start as they enter the theatre of conflict. Going to have pretty harsh terrain, choke-points, some traps, local monsters in the surrounding woods, so movement is not free and easy. A really ample reward is in the offering. Rescue the damsel, kill the hobs, simple mission. Just like other missions, except this one offers real money bags. Will allow the good life for years! They have been given a magic ring so they can report what transpires when done. So a good ol’ dungeon bash. They will take the keep, take some hobs hostage and find that alas the damsal/important person is dead. Calling it in, they are told that their reward will arrive soon, a cart of filthy lucre, and please clean up the castle for an additional 300gp (which they are given then) and meet the cart out front. Hur hur hur. So far, this is all they have been paid, but the hobgobs had a fair bit of loot. It is, a double-cross. A team of adventurers larger than theirs is sent then to kill them. The wider area is cordoned off, because it is cheaper to move some soldiers and pay them to watch the roads, than it is to pay the ample reward to the adventurers. The betraying employer also has his eye on the loot of the hobgobs, and doesn’t like loose ends. The army are told a lie, that the party are rebels, impoverished kidnappers desperate to satisfy their wishes. They have killed the fair lady and the agent sent to deliver the ransom. The army are obedient to their employer anyway. Once the clean-up crew of adventurers fail, the problem starts to become a larger one. More become deployed, knights too. Yet, the region is perfect for ambush, and counter-ambush. I am thinking sharp stone hills, deep forest gullies. Unpleasant, but you can live off it, and make people pay to enter it. With the trapmaker rogue and the others in support, the place can be made a deathtrap, but their enemies are numerous and wont be easily killed. There is also the matter of the captured hobgoblin samurai. Players will get to play on the defence for once. The end game is breaking out of this area, or completely wiping out the surrounding forces or turning them against their liege (and also into rebels, so not so likely). Thoughts?
This is a new thread, to discuss the character Ameiko Kaijitsu. Impressions, complications, criticism and praise. Also on topic:
I started this thread again, because my posting was completely blocked on the old thread. Yep, I started but was not allowed to continue... until now. What is dead may never die. Fictional characters cannot get hurt feelings.
This is a new thread, to discuss the character Ameiko Kaijitsu. Also on topic:
A re-hash of an old thread now with less inflammatory accusations. What is dead may never die.
I've played dnd a bit, and once in a while cursed items come back. The worst time they have got the players was when no one did the research in the evil cleric library, they didn't learn that they just love to make them (Zyphus I believe). Later many of the party looted below and quickly in a rush to seize the new items, put them on, instead of dividing them out fairly or checking if they were cursed. Most were cursed, except the magic-item hating character. :D Here is an idea for a new cursed item. It is being thrown in my next game and can be purchased from a street vender of the unusual, along with some tokens to summon random bards and fighters and some healing goop. Ring of the Snout (cursed)
Each day there is a 10% cumulative chance that the wearer will transform into an irritable wereboar hybrid for 24 hours. During that time they lose their civilised selves, become fixated on foraging and eating, and are very easily agitated and taken to hostile. If they kill a target, they will eat it. They gain +4 str, +6 con, 1d6 gore attack, x2 1d4 claw attacks, dr 10/silver, ferocity (die hard), low light vision, scent, +8 natural armour, break out of current clothes and armour rendering them unwearable, but do not have the disease lycanthropy and cannot spread it. After the 24 hours pass, they return to their old selves, experience stomach craps, face and teeth aches, balance and inner ear problems (-4 dex for 1 day), and the percentage counter starts again. - Please add cursed items of your own making, or discuss your favourites, and whether cursed items appear in games you have been in, or you as the dm place them.
So, just saw the latest supernatural. Enjoyed it quite a bit. It involved an alcohol spirit hunting and killing people as a part of a mission of vengeance from an already dead man. I think having the monster of the week being a vicious alcohol spirit could be a lot of fun. As a one off or as a small two session game. Perhaps all flesh. The kicker is, no matter how good the characters are, they have to get drunk to see and counter it, or they cop massive sneak attack damage and get their guts torn out. Save the haunted brewery mission coming up I think. What do any of you all reckon about the vodka adventurers versus the haunt?
Got a question, been thinking about this a bit. As a player and/or a Dm what is your ideal number of players? For my games, it is quite low, 2-3 players. I've been in some awfully slow games with a lot of players (5+ up to 7). Not much got done, coordination was lacking and difficult. Npcs would often address the group and not individual players. Going through initiative took many minutes. When I have two players or are in two player games, the quests become personal and strongly tied to those participating. More time can be thrown into npcs, which react differently to the two players. The few shine greater than the many. Possible tactics don't necessarily suffer, because I push for npc cooperation and recruitment into the party to fill niches and for roleplaying possibilities. Wade in good people, wade in with your views and experiences.
This is on something I've noticed over the years in gaming, and how I overcame it recently as the DM. Ability scores, they shape what our characters are good at. Almost everyone wants them to go higher and like xp, they can be a matter of dispute and argument, but mostly one-upmanship. See it often seems to me, that players feel this great need to really have high scores, to be the absolute best they can be at a variety of attributes for their level. Exceptionalism, whatever you want to call it. Now I like some high ability scores too, but when players get there, when they are 20 at level 1, 24-26 at level 9, they are often dicks about it. Asking and comparing with other players, "what is your dex?", "I have a thirty int, what's yours?". Players have complained to me about this, and as the one-uppers go ahead with this, they take away from game time, take away from playing as their character and accomplishing other things. I have no problem if Carl playing Carolingus the barbarian says, "I am mighty, my strength is unrivalled" after killing a dire creature. What I don't like is if Carl (not a real player) says to another player, my character's strength is 22, what is yours?" Holy shattering verisimilitude batman! So a focus on ability scores and on them being as high as possible can turn dnd into the spread sheet you play, not a game you are a part of (you stare at that character sheet a lot, and put all your focus into making sure those stats are truly high). That is what I want to avoid. Speaking of focus, another way ability scores get in the way of the larger game is crafting characters that become obsessed with raising them higher, via items. Abilities scores in dnd are not very fluid so they go out to get the money and materials to beef them up and up. The true purpose of ability score focused players is making sure that prime state (and the next important one, and the next and the next) is well on the way to the 30s. It is so wroughty it annoys me a great deal. Those that don't go this way, I've seen sigh as they wait for the crafter to get their s% together, submit their crafting/shopping list to the dm, who then looks it over, and then sighs because the crafter has taken a few feats and can now make themselves into megaman. Diablo-like fixation with gear can swallow whole game sessions. Crafters will often play the most selfish of characters, characters will be highly similar with the same intentions, and their wealth is not really spent on the world, to donations, or other projects except crafting. Crafting is a cruel but rewarding mistress, and their wealth flows in thick streams to get the "bonuses". Helping and interacting with npcs, rebuilding something damaged, starting a guild? Crafting comes first. So those are a few of my problems related to ability scores in game. I got round them by shaking things up a bit, and making some changes. Here are the changes: Ability scores are fluid.
3d6 ability score generation. 1s do count.
1 extra ability point every 4 levels.
No magic item shops.
Rough draft of house rules Ruleset is 3.5, except where noted below. The following are presented in no particular order. First, let’s start with the crit chart of doom. The Crit Chart of Doom
Well done, you got the cur with a well placed hit or shot. In the event of a natural 20 (and only a natural 20 for game balance) and a confirmed hit on the secondary roll, the attacker rolls a d100. Critical hits can become augmented and very deadly. Furthermore these crits have consequences upon play and possible actions. 1-40 No modifier change, no bleed. -1 to actions involving body part, -5 foot move if 1-4 on table. For example Osfreed takes a minor critical hit to the right arm (9) with a flanged mace, he is on -1 for attacks with that arm. 41-70 +1 modifier to damage, 1 HP of bleed per round. Part of body damaged. -2 to actions involving body part, -10 move if 1-4 on table. A moderate 41-70 crit with a longsword leads to a x3 modifier, not the usual x2. 71-90 +2 modifier to damage, 2 HP of bleed per round. Part of body crippled/severed/useless. Will fall prone if 1-4 on chart, be unable to attack with arm, be unable to speak (11 or 12: 7-9) or be possibly partially blinded (12: 11-12). 91-95 Taken to -1 HP, 2 HP bleed per round. Lethal attack. Skull cracked, throat cut or pierced, disemboweled. Expertly disposed of, and will likely die very quickly. 96-99 Decapitation or heart strike; groin and abdomen opened; spine or head severely damage. A swift instant death. 100 Supreme death move. Cut in half, splattered, perfect thrust or deadly display seen once in a lifetime. Note: two 20s and a hit lead straight to this. Location
1 Foot or shin For leg, roll d12, 1-6 left, 7-12 right.
Called shots are also possible. By taking a -4 to a melee or ranged attack, an injury to a part of an opponents body is possible. Penalties to attack, speech, movement, sickened etc. Attributes.
Attributes move around based on character actions. Stats can go up, stats can go down. If the players are active and heroic, they will steadily increase. Once they get to about 16, they become harder and slower to increase. Inactivity, starvation, laziness, that negatively impacts on stats. Races, as pathfinder beta for the base races. Other origins for characters are possible with often some ECL adjustment involved. Classes
Starting kit is determined by profession, or what your character has been working towards in recent years. Assigned by the dm after you tell me who your character is trying to become (e.g. a hunter would have a shortbow, arrows, a knife, padded, peasant outfit, some pelts). Classes overall
Adept (3.5), Aristocrat (3.5), Barbarian (beta), Bard (3.5), Barkeeper (online and balanced), Cleric (3.5), Commoner (3.5), Druid (3.5), Expert (3.5), Fighter (beta), Healer (3.5), Knight (3.5), Marshal (3.5), Monk (3.5), Ninja (3.5), Paladin (3.5), Ranger (3.5), Rogue (beta modified), Samurai (3.5), Scout (3.5), Sorcerer (3.5), Swashbuckler (3.5 modified, +1 to bluff/feint/seduction every five levels), Warmage (3.5). Warrior (3.5), Wizard (3.5), Wu Jen (3.5). Playing the NPC classes is possible, and every second level gained grants an additional level to balance with the other classes. CR and ECL stays the same prior to the modification and this also applies to xp (a level 3 warrior counts as a level 2, and the third level in warrior is gained when the player perseveres and gains the second level. The warrior is highly useful for amassing BAB and hit die, other classes are good for gaining additional hit die and skill ranks). Hit points generation
Other matters
Diplomacy is a highly useful skill, not all encounters have to be violent. A low charisma can create conflict when conflict didn’t have to occur. Attacks of opportunity
Full round spellcasting is possible with spells which are a standard action. The number of spells which can be cast is determined by the number of attacks which can be made as part of a full round action. Clerics, druids, warmages and warlocks get to a second spell quicker than a wizard, but not necessarily quicken than a fighter/mage. Haste potions grant an additional attack, or an additional standard spell per round. As 3.0. You are quicker, the casting can be done quicker, or you can use it to attack faster or do more things. Drawing a weapon when threatened also provokes an attack of opportunity. As does drawing and drinking a potion. Drawing a potion is a move, drinking is a standard. One can 5 foot and make a charge, one can charge and make a five foot, carrying through with the momentum. The last would also provoke an attack of opportunity if the target still lives. One can use a swift action and then charge also, or swift then a full round. All-round vision does not exist in typical humanoids, and stealthing up to a character in clear or bright conditions is possible, as long as a stealth is passed, and it is possible to avoid the targets line of sight. Generally this is done from the left flank, the right flank, or directly approaching the back. What a character sees and the direction they are facing is determined by the situation or scene, their actions within a situation or scene, and any input the character makes upon the scene, e.g. “I shine my torch upwards and keep looking up into those pipes”. Foliage, trees and cover often hinder long-ranged attacks and visibility. Crossbows retain their long loading times, but with proficiency (and due to their construction) comes a benefit. Attackers add their dexterity modifier to damage. Crossbows are easier to aim, and were often more powerful and with greater penetration than even composite longbows, heavy and siege crossbows (arbalest) especially. Re-rolls are in use. Players are awarded 1 per gaming session, and can modify their or the dms roll with these re-rolls. The trait system of pathfinder is also in use. Characters can use a trait to buy into a non class skill and gain a miscellaneous +1 bonus. They can also spend both their traits, and their first re-roll to gain a permanent +1 to bab. This character is very martially focused, and their trait reflects this. Feats can come from a variety of 3rd ed or 3.5 sources. Check all feats chosen with the dm if they are not in the players handbook. Beta toughness is used, but the pathfinder versions of the combat manoeuvre feats are not used. Favoured class benefits are +1 hp or +1 skill point per level in the favoured. You choose hp or more skills. A flaw system is also in use. Every character has 1 flaw at least, and each flaw grants an additional feat. Two flaws can be taken at character generation (for two bonus feats). Flaw List
First d100 Roll Frequency Flaw Effect
Second d100 1-4 4 Rural background and accent -3 to interactions with nobles or city-folk.
Third d100 1-4 4 Traitor Always on the look-out to sell out those close for the right price, or when fortunes are changing.
This is used once player wealth becomes openly displayed. Combat encounters go up. Random Robbers Table Adventurers often attract unwanted attention. Being adorned with magic items, gleaming armour and weapons, jewellery and purses over-flowing with coin does not lessen the attention they receive. Below is a table, to represent the range of characters that are likely to be attracted by a small group of wealthy passers-by. They will approach the party, either clandestinely or openly. Wealth is their first interest, but murder can most certainly be on the cards. They are considered to be unfriendly, and close to hostile. Rolling high can make the encounter very dangerous indeed—worse for the accumulators of wealth, the majority below are desperate and not especially wealthy or rewarding to kill. D100 Roll Numbers Description
By Trevor Wilson
Today an issue got brought up which caused me to go back to some of the basic rules on actions. Started a 15th level dragon hunt campaign, and the dm informed me, that my level 15 cleric could not cast two standard action spells in a round, as a full round action. The ranger could let off many arrows, but I could only let off 1 spell, regardless of my bab and level. Now I went back and looked things over and the stance is not unfounded. A spell is a standard, there is only one standard in a round at its most simplest mechanics. Melee and ranged characters, once they get to +6/+1 bab, can make two attacks (formerly one was a standard) at least as part of a full round. I had always assumed this was just fine and also applied to spellcasting (not for full round spells of course). The Dm has come down with the decision, no, a spellcaster can only cast one standard and make one move action per round. This isn't how I run my games, if a spellcaster has good bab, they can let off more spells. High level clerics, 8+ can mix their offence and defensive spells, wizards can let off more than one once they get to level 12. Now this guy has gone one step further in hampering spellcasters and said, even a haste potion once imbibed will not allow quicker spellcasting and more in a round. So I put it to you all, what do you think? I've noticed some pathfinder spellcaster bosses can get more spells off in a round than 1. I can see the argument, but I personally go by the bab. The higher level spellcaster can cast quicker than the beginner. The guy is using core.
This is on the Golarion gnomes, their hatred of lizardfolk/troglodytes and the alignment neutral good. You might see where this is going. So a new character entered a group I am dming. At first he was playing the comedic relief as a druid with a medium mushroom companion (in one dragon magazine, it's all above board). He plays a whimsical character, curious and all that. The party need supplies to survive winter, they find a tower, troglodytes are in residence. Fighting starts and soon the Gnome is acting quite peculiar. Now I have said to him, what he has done is not neutral good, but he insists, no, he is protected by his racial hatred and what he has done is good, by his (relativist sigh) definition. So I'll go through some of the surprising actions. 1) Strong angry racist remarks towards trogs and immediate hostility.
War crimes as neutral good. I ask him what alignment he is again? He says neutral good. I point out he is clearly not neutral good and the argument later continued. So! What do ye all think?
Random Robbers Table Adventurers often attract unwanted attention. Being adorned with magic items, gleaming armour and weapons, jewellery and purses over-flowing with coin does not lessen the attention they receive. Below is a table, to represent the range of characters that are likely to be attracted by small groups of wealthy passers-by. They will approach the party, either clandestinely or openly. Wealth is their first interest, but murder can most certainly be on the cards. They are considered to be unfriendly, and close to hostile. Rolling high can make the encounter very dangerous indeed—worse for the accumulator of wealth, the majority below are desperate and not especially wealthy or rewarding to kill. D100 Numbers Description
By Trevor Wilson
Below is the crit chart of doom that is used in my games. It has been introduced into two other games, one taking place in Singapore and another one in Melbourne run by a different DM. It has had some success and really contributes to good times (and fine monster killing) so here it is. Comment below as you wish. The Crit Chart of Doom I will kill thee a hundred and fifty ways: therefore tremble, and depart. William Shakespeare, As You Like It, Act V. Scene I. In the event of a natural 20 (and only a natural 20 for game balance) and a confirmed hit on the secondary roll, the attacker rolls a d100. Critical hits can become augmented and very deadly. Furthermore these crits have consequences upon play and possible actions. 1-40 No modifier change, no bleed. -1 to actions involving body part, -5 foot move if 1-4 on table. For example Osfreed takes a minor critical hit to the right arm (9) with a flanged mace, he is on -1 for attacks with that arm. 41-70 +1 modifier to damage, 1 HP of bleed per round. Part of body damaged. -2 to actions involving body part, -10 move if 1-4 on table. A moderate 41-70 crit with a longsword leads to a x3 modifier, not the usual x2. 71-90 +2 modifier to damage, 2 HP of bleed per round. Part of body crippled/severed/useless. Will fall prone if 1-4 on chart, be unable to attack with arm, be unable to speak (11 or 12: 7-9) or be possibly partially blinded (12: 11-12). 91-95 Taken to -1 HP, 2 HP bleed per round. Lethal attack. Skull cracked, throat cut or pierced, disemboweled. Expertly disposed of, and will likely die very quickly. 96-99 Decapitation or heart strike; groin and abdomen opened; spine or head severely damage. A swift instant death. 100 Supreme death move. Cut in half, splattered, perfect thrust or deadly display seen once in a lifetime. Note: two 20s and a hit lead straight to this. Possible Modifiers (varant rule)
01-80% HP no modifier to crit roll
For example, Osfreed and Ruprecht have battled
Location location
1 Foot or shin For leg, roll d12, 1-6 left, 7-12 right.
By Trevor Wilson
Inspired by a Crit Chart designed by my brother in the 1990s. Changed and re-introduced in 2009. |