Chaleb Sazomal

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Related to the am I too old thread. This asks when you started tabletop gaming and with what edition; with the aim to find out who started the youngest.


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?


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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!


Today, finally the pcs will face the terror turkeys (all other main and side quests having been completed).

The pcs are high level, so to give a challenge, I will be giving the turkeys barbarian levels and increasing the damage of the sonic gobble.


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
The players were tasked to take a far off border keep from invaders, try to save some nobles, and win the day. They didn't save the nobles, but did clear the hobgobs almost out, took the leader and monk bodyguard alive. Then as they attempted to leave after their heroic victory, the corpses and horses attracted a mighty, hungry dragon. It ate a lot of horses, some corpses, an npc.

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
The curse is simple, the hob monk (who didn't help them fight the dragon, but which they spared) tells the heroes that survived that dragonslayers are doomed. They never last long after their first victory. They are now set apart from mere mortals, and because of the curse they will be betrayed. Dragonslayers do not live to gloat about their deeds, dragonslayers die often by foul means.

Aftermath
After this, their employer will turn against them (they didn't rescue the nobles, they are great and mighty heroes with a claim to power and leadership. This keep is going to be something they will have to hold against immense odds, perhaps from both hob and human (no longer dragon though).

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.


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Vegepygmies plus a lot of russet mold and gas spores (beholder trap) look to be a very dangerous and unusual encounter for my pcs. Excellent.


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The party I dm for are now at the level where they can now fight multiple ropers. The poor blighters.


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:
Araneas, werewolves, ankhegs, rust monsters and rust lords, feuding witches, a granny drake (make a paizo search), broken a zombie raising ring releasing a disgruntled zombie to freedom (again make a paizo search), sirines, medusa, grimlock barbarian rogues, a druid tyrant and lots of animals both dire and normal.

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,
Trev


This looks really good.


Anyone else used xorns lately?

I've used them as greedy untrustworthy materialists. Fun npcs that can be bribed but may go hostile if a party has too much metal.


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?
Is there nonlethal duelling between pcs? Testing of characters.
Does it go further than this?
Does the dm you play with (or you) absolutely forbid it, or has it never really come up?

A curious beholder wants to know. Cheers.


If a pc accidentally kills another pc, do you give them xp?

If a pc accidentally kills a monster or npc, do you give them xp?


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.
A samurai, mixed bow and melee. A fine shot.
A rogue, specialising in simple trap construction and the heavy crossbow. This chap is a friend of one of the others, and was brought in after the mission was accepted.
A barbarian, a big hitter with harpoons. Notorious monster hunter.
A cleric, faith not sorted out yet.
A warlock. Not running out of spells make this odd fellow a great asset.

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?


I've noticed a lot of locked threads of late. Starts to get interesting, people are posting back and forth, and then they get closed down.

This is on locked threads, what has been locked and your comments on those threads... and the locking itself I suppose.


This is a new thread, to discuss the character Ameiko Kaijitsu. Impressions, complications, criticism and praise.

Also on topic:
1) How the npc has interacted with parties and been portrayed?
2) Problems and big events involving the character (ADD SPOILERS).
3) Criticisms and if something felt off.
4) Is she a Mary Sue? What else fits?

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:
1) How the npc has interacted with parties and been portrayed?
2) Problems and big events involving the character (ADD SPOILERS).
3) Criticisms and if something felt off.
4) Is she a Mary Sue? What else fits?

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)
This old iron ring is embossed with a snout, and two tusks along its length. It grants the scent ability while worn, a truly useful and intriguing special ability for a human. It cannot be removed save after a remove curse spell.

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.
You roll your stats yes, but what you do in game can change them for good or ill. Ability scores become more dependent on role-playing, not roll-playing. So if you are physically weak but really fight hard, those physical stats will go up. If you are a high charisma spellcaster who treats people like s%*&, your charisma will go down. How easy it is to improve an ability point is determined by the focus of the player in game, and how high the stat is. A truly high strength can be very hard to improve, but it can happen with enough fighting, lifting, labour and a non-deficient diet. This isn't temporary, they change for real; but they can also change back and go down. Long periods of inactivity or imprisonment can really lower many of them.

3d6 ability score generation. 1s do count.
Yes, I went back to the old means of generating the core abilities. Players start with strengths and weaknesses. It is my belief that it is essential for characters to have some weaknesses, nothing is more boring than a 16 stat average character with three 18+s. They are hollow stat blocks. Now as the first point stated, stats are fluid. So as the players strive they rise in abilities quicker. Those that make really high rolls, rise slower.

1 extra ability point every 4 levels.
Yeah I stuck with that, keep customisability options in the hand of the player. If they are at a rut, where it is difficult to beef a stat in game, get the levels and they proceed.

No magic item shops.
They make games boring, they waste my time with more accounting, I'm not a fan. Completely avoids the situation of players asking me, "are there boots of speed and a circlet of intellect +4 available?". Go out and find them "hero", earn it.


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
I will kill thee a hundred and fifty ways: therefore tremble, and depart.
William Shakespeare, As You Like It, Act V. Scene I.

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
For any natural 20 crit, roll d12 to determine the part of the body effected. Or allow the players’ discretion if the Dm allows it. It adds character, when a player always skewers his enemies in the groin or a duelist who often slices open his opponents face. It does not hurt the game, it only enlivens it. Allows players to tactically damage spellcasters if they cleave off their jaw with a well placed axe attack.

1 Foot or shin For leg, roll d12, 1-6 left, 7-12 right.
2 Knee For leg, roll d12, 1-6 left, 7-12 right.
3 Upper Leg For leg, roll d12, 1-6 left, 7-12 right.
4 Groin Sickened -1 to all or -2.
5 Abdomen Sickened -1 to all or -2.
6 Abdomen Sickened -1 to all or -2.
7 Chest -1 (1-40) -2 (41-70) or -3 (71-90) to armour ac if present.
8 Chest -1 (1-40) -2 (41-70) or -3 (71-90) to armour ac if present.
9 Arm For arm, roll d12, 1-6 leading arm, 7-12 secondary
10 Arm For arm, roll d12, 1-6 leading arm, 7-12 secondary
11 Neck Roll d12 1-8 sides of neck, 9-10 windpipe, 11-12 spine.
12 Head or Face For this, roll d12, 1-6 head, leads to extreme
Disorientation (-1 to -2 for all). 7-9 jaw, cannot speak. 11 left eye, 12 right eye. Partial blindness ensues.

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.
The generation of attributes has varied across games, but at present, it is 3d6 for each, you can move them around. 1s do count. Heroes should have some weaknesses.

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
Now on to classes, the following has not applied to all games, but in the current Isgerian survival game, the starting level is commoner.
Start as 1st level commoners in rural Isger, a vassal state of a very dark empire.
Choose your favoured class if human (or leave it open), but you do not yet have a level in said class.
Upon reaching level 2 (1000 xp), the player can trade in their commoner level (and 1000 xp) to be 1st level in a pc class, or can keep the commoner level and take the first level in a pc class.
If the second level of commoner is gained, a free level in commoner is given.

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
A mix from multiple sources. 3.5, modified versions of base classes and related options, as seen in Unearthed Arcana, the Quintessential Guides and multiple issues of Dragon are usually possible. Hit die and their values are as 3.5.

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
The first level is maximised, the remainder are rolled. 1s are re-rolled, except for d4 hit die classes where they do count.

Other matters
Magic item shops are exceedingly rare, and in some beleaguered countries, do not exist. There will be individual buyers amongst the wealthy for magic items if brought to settlements or keeps.

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
5 foot step is changed. Yes it can be done as a free, but it doesn’t immediately negate attacks of opportunity. Walk on to a longspear point and you do give away a free attack against you, back away when threatened and a weapon is levelled or ready, and an attack of opportunity does occur. If a 5 is taken as a move it also provokes an attack of opportunity, so this applies also to the 5.

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
Each character has a flaw of some sort. It impacts upon the role-playing of their character or it is a penalty to a statistic. Flaws are determined randomly, by rolling a 1-6 and then a 1d100. 1-2 means the first d100, 3-4 the second and 5-6 the third. Flaws of character have three possible levels: considerable (1-5), serious (6-8) or maximum (9-10) determined by rolling a d10. As explained in Unearthed Arcana, a flaw grants a free feat. Two may be chosen at character generation, and more added in the course of a campaign.

First d100

Roll Frequency Flaw Effect
1-2 2 Unlucky A natural 2 is counted as a natural 1
3-4 2 Lacking in excellence A natural 20 skill check does not result in +10, an attack does not automatically hit, +10 is not added to the attack roll, crits are still possible and unaffected.
5-7 3 Random encounter magnet +15% chance of encountering hostiles. Encounters now seem to occur at the worst of times.
8-10 3 Fated to battle Great warriors seek out (and have an uncanny ability to find) the player to test themselves in combat. They are always one to two CRs above the player.
11-12 2 Slow to react, thick and inflexible -2 to Reflex.
13-15 3 Weak of stomach, soft -2 to Fortitude.
16-19 4 Poor morale -2 to Will.
20-22 3 Heart of the rabbit -4 to saves vs. fear and intimidation
23-24 2 Indecisive -4 on Initiative.
25-26 2 Slothful -2 to initiative and perception
27 1 Muscles like water -2 to Strength.
28-29 2 Unhealthy or brittle bones -2 to Constitution.
30-31 2 Glutton or typically sedentary -2 to Dexterity
32-33 2 Naïve and slow -2 to Wisdom.
34-36 3 Lacking in learning -2 to Intelligence.
37-39 3 Stutter or deformity -2 to Charisma
40 1 Worn out -1 to all physical attributes
41 1 Mental faculties fading -1 to all mental abilities
42-43 2 Combatant without promise -1 BAB
44-45 2 Dull -1 to all saves.
46-49 4 Trusting and oblivious -3 to sense motive checks
50-52 3 Proud braggart -4 to one skill chosen randomly. The char is sure he is excellent in said area and must make use of this actual weakness often.
53-55 3 Susceptible to disease -4 to saves vs. disease.
56-58 3 Vulnerable to poisons -3, +1 attribute damage per failed check.
59-61 3 Fragile All attribute damage is increased by 2 per dose
62-65 4 Poor vision -3 to Perception (vision) checks
66-68 3 Near Deaf -3 to Perception (listen) checks
69-72 4 Incompetent -2 to all Profession, Knowledge, Perform and Craft checks
73-75 3 Poor Training -2 to hit with mêlée weapons
76-78 3 Awful archer -2 to hit with ranged weapons
79-80 2 Not vicious -2 to damage with all mêlée weapons/ranged touch
81-83 3 Fools rush in +2 to mêlée damage of opponents
84-85 2 Shoddy footwork -2 to AC
86 1 Wide Open An additional -3 to AC when charging (-5 total)
87-89 3 Low vigour Hp and attribute healing is always halved.
90-91 2 Magically Ignorant -2 to all saves vs. magical effects.
92-93 2 Awkward around women Prone to insensitivity, a short temper and completely baffled by them -2 to interaction checks with women.
94-95 2 Unsettling to men Likely to cause offence, act incorrectly and put lads on edge. -2 to interaction checks with men.
96-98 3 Vulnerable to desired sex -3 to social saves against actions made by beautiful women or men (those with Cha 14+). Easy prey for prostitutes and charismatic thieves or charlatans.
99-100 2 Upper Socialite -3 to interactions with commoners and soldiers

Second d100

1-4 4 Rural background and accent -3 to interactions with nobles or city-folk.
5-8 3 Lack of confidence -2 to diplomacy and intimidate.
9-11 3 Insulter -3 to Diplomacy. Will constantly belittle people, intimidate them, from maids to nobles. Must have intimidate maxed out and will offend many.
12-13 2 Lax Personal Security: a thief's joy. You very quickly spotted by thieves and easily robbed (-4 to roll to perceive being pick-pocketed). Leaves doors open, -3 to perception when on watch after hours. The type of person who talks on watch and thinks of home, while looking up at the stars of course.
14-15 2 Warrior narcissist: “How could such a weakling harm a body like mine!” In combat -1AC for each two points of strength above your opponent. Requirement: strength of 14+.
16-17 2 Technician: “This is meant to be a duel not a brawl” In combat -1AC for each two points his strength is above yours, if it is less than yours then this has no effect. Req: strength below 16.
18-20 3 Wounded Tiger: you gain the power attack feat, not a free feat. Upon being injured you must activate your power attack to the highest level possible and attack the character that injured you. This wild swing only lasts for one round, unless you are injured again.
21-23 3 Flinch: “Not in the face, Not in the face!!” Each time you are attacked, be it with ranged, touch attacks, melee attacks or grapple attempts you take a -1 to your ac for the rest of the round. This effect stacks if attacked from multiple directions.
24-25 2 Chokes: “I… I… Cant make the shot!” You cannot make any action in combat (or in most cases out of combat) that could harm someone non-hostile to the party.
26-27 2 Bad Finisher: Why won’t this guy fall down!? Each time an attack you make would drop an opponent to negative hp, re-roll the attack. The second one counts.
28-30 3 Bad Starter -2 to hit, damage and AC in the first two rounds of any combat. A surprise round counts as one of the two.
31-32 2 The Chokes 1 in 20 chance each round in combat, your character will freeze and stand motionless un able to act. If attacked you are flat-footed but not helpless.
33-34 2 Unkillable “Didn’t anyone tell you, Xavier Pennant cant be killed!!! Muhahahhaha.” If reduced to 0hp the character is rattled and shaken (-2 to all stats) for 1 month.
35-36 2 Showman: “I'll give you one more shot!” Must use Goad before attacking an enemy, even if combat has already begun. Goad is the free feat for the character.
37-40 4 Fearful of numbers Immediately shaken if outnumbered or if the crowd/majority is against you.
41-42 2 Orthodox Training -3 to Combat Manoeuvres that you are not trained in. If you do not have improved grapple, then you are at a -3 to all grapple checks.
43 1 Master of the Slow Draw Drawing a weapon other than ammunition counts as a standard action and quick-draw cannot be taken.
44-46 3 Nauseated by blood and viscera 15, 20 or 25 DC fort save when encountering blood and or gore or be nauseated while in the area of the sight and the smell.
47-48 2 Overly Confidant When provoking an attack of opportunity, the opponent gets +2 to attack and damage for that attack.
49-50 2 Startled When surprised, you do a great impression of a rabbit caught in headlights. When surprised, you take longer than most to get your bearings. You are treated as flat footed for the next 2 rounds after the surprise round regardless of all factors.
51-53 3 Unfit You can only run for half your constitution score in rounds before making checks to keep running. Holding your breath is also difficult and half normal.
54-55 2 Cannot swim -4 to swim checks. The normal time you can hold your breath is halved due to stress.
56-57 2 Mentally Vulnerable You slip into a very deep pit when faced with pressures. Each failed will save results in a -1 to will. It is cumulative. The will returns at 1 per week. Potentially other effects as ruled by the DM.
58-59 2 Cheap Saves and hoards, spending on large items causes real pain or is impossible.
60-61 2 Austere Dresses like a beggar, pilgrim or Spartan. This applies to and restricts enchanted items adorning the hero.
62-65 4 Moody Prone to swift emotional change.
66 1 Theatrical and verbose The world is a stage and I am the main character.
67-69 3 Thieving poltroon Wealth or loot must be seized, and quickly. Disrupts teamwork to loot the dead and dying.
70 1 Mistaken identity Resemble a famous figure that people despise.
71-72 2 Artistic You have an inner flair for creativity. You spend much time and money (10-20%) on your art.
73-75 3 Feck Swears like a sailor. This amuses but also offends.
76-78 3 Hunted Someone wants this man. Just how many people and how powerful they are, is determined by rolling 1-10. 1-5 a largely private matter, 6-8 many are on the look-out, perhaps a powerful dynasty. 9-10 you are a wanted criminal in the fantasy world, bin Laden etc.
79-80 2 Haunted by past actions Will save of 15 each rest-period or be fatigued.
81-83 3 Bad hygiene or uncontrollable flatulence NPC attitudes starts as unfriendly. 84-86 3 Criminal As bad hygiene, but this is due to a mark and notoriety.
87-88 2 Merciful You are merciful against the oldest of foes. You continually advertise your willingness to accept surrender to your enemies. Executing or torturing prisoners is anathema to you.
89 1 Peaceful Would rather not fight, no matter his competency at feat of arms.
90-91 2 Charity A person of great charity, you must spend 10-20% of the wealth you gain in helping others.
92-94 3 Religious Truly a religious soul, you visit most of the temples on a regular basis. You also tithe 10-20% of your wealth.
95-96 2 Zealot Your faith is the only way, woe to those who don't believe.
97 1 Atheist. You can not see how the gods are divine. You oppose priests, gods and their faith.
98-99 2 Heretic A believer that has strange views of his god.
100 1 Touched By The Gods or Narcolepsy Spasms, claims of seeing the divine, a 5% chance of being paralysed in any scene or combat until it ends.

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.
5-7 3 Dangerously driven Strong to unstoppable ambition, but also harmful, e.g. a fighter over-trains until he permanently harms himself. A wizard rarely sleeps properly and is often fatigued.
8 1 Gregarious Part luck, part action. The character’s activities worry and undermine the powerful. This attracts attention and problems.
9-11 3 Envy Why do they have what I do not?
12-16 5 Corrupt and Greedy I will take what I will, and have it all.
17-19 3 Bully Power is meant to be used to keep the lesser in line.
20-21 2 As solid as wind, hesitant to engage Will flee for d4 rds at start of battle if fail a DC 20 will save.
22-25 4 Anger It manifests in a thousand ways, but this person cannot let disrespect go
26-29 4 Proud Damaging the ego is worse than torture.
30-31 2 Psychopathy Clowns to the left of me, jokers to the right. Here I am, stuck in the middle with you.
32-33 2 Vengeful Someone harming this person will pay a great price.
34-38 5 Hates a nearby people: determined randomly via consulting the DM.
39-40 2 Warmonger A thorough jobber, extremely eager for battle, blood and dangers.
41-42 2 Agent Provocateur You love to cause crimes and if someone else takes the fall, so much the better.
43-45 3 Liar Ranging from frequent exaggeration to out-right lying and common deception.
46-47 2 Despoiler Will take to rape and pillage with vigour if allowed. May even attack his own people. In effect, a forced chaotic evil alignment.
48-52 5 Superstitious: “I say, a black cat... We are all going to die!” Can damage his ability to accomplish tasks.
53-57 5 Fears a nearby people or demihuman societies: determined randomly.
58-61 4 Drink From like a sailor to like the patron saint of drinking.
62-64 3 Exotic Tastes Rarely to commonly unavailable when needed. Is commonly found in a drug den or haggling for slaves, or off on a mission to procure the latest bauble.
65-66 2 Claustrophobia Fear of tight spaces.
67-68 2 Acrophobia Fear of heights.
69-70 2 Zoophobia Fear of animals (if a commoner roll again).
71-73 3 Hydrophobia Fear of water.
74-75 2 Arcana-phobia Fear of magic.
76-77 2 Xenophobia Fear of Strangers.
78 1 Androphobia Fear of men.
79 1 Gynophobia Fear of women.
80-81 2 Pyrophobia Fear of fire.
82-84 3 Necrophobia Fear of death/dead/undead.
85-86 2 Necrophilia Life arouses nothing, death lust.
87-88 2 Bestiality A sheep anyone?
89 1 Has Expensive Lover Less wealth as he supports him/her, appears poor and disheveled. Spends 10-20% on the lover.
90-91 2 Infertile Like soggy celery; very damaging in masculine societies and rumours just have a way of getting out.
92-93 2 Lewd A man of crude humour, but can be entertaining. Must constantly make diplomacy checks, and the stat cannot be maxed out.
94-98 5 Perverted Frequents brothels and debauched parties. Player chooses perversion.
99 1 Erotic artist Is a blossoming erotic artist (poetry, woodblock printing or painting and drawing).
100 1 Brash Diplomat Forcefulness bordering on arrogance. A failed diplomacy check results in immediate hostility from the target.

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
1-20 2d6 Footpads: these are rogues with light weapons; they are a few levels below the party, and quite poor.
2-40 2d8 Bandits: ranger/rogues with favoured enemy corresponding to the party type. They use ranged weapons for the most part; are below the level of the party and have some wealth in weaponry.
40-60 2d8 Hard men: fighters, thugs and barbarians. They have the skills to take what they want by force. Closer to the party in level.
60-80 2d4 Accomplished Murderers: rogue/fighters and rogue/assassins. They kill for money, through poison applied to blades and bolts—they will surely kill passer-bys for loot.
80-90 1-3 or 2d10 Greedy Squires or a Cruel Lord and his Men: when nobles encounter or hear of wealthy adventurers they do not always give them missions and payment. These knights, or a minor lord and his men are challenges that can swiftly overwhelm.
90-95 The party Druman Treasure Hunters: a team of highly skilled men of diverse talent, but all skilled in the re-acquisition of wealth. They are slightly above the party’s level.
96-99 100+ An Instantly Rebellious Village: the outlanders passing by with their great fortunes and greedy eyes, sets the poor folk of the nearest settlement to instant rebellion and frenzied attack with any available implement.
100 ? A powerful foe this way comes. High level paladins, wizards, a dragon or a figure of great power.

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.
2) This hostility was not open to pacification from the bard, or even considering it. The neutral good bard really tried to persuade everyone we don't have to kill them all.
3) Leads the charge, even getting in the way of melee chars so he can do damage.
4) When the morale of some troglodytes breaks and two surrender, he proceeds to attack and cause his companion to attack the cowering surrendering hostages.
5) As the bard tries to protect and block the attacks against the hostages, the gnome gives the order to attack through the bard. The bard is incapacitated and one trog still killed, the other flees into another combat and is killed by accident.
6) He defends his actions on racist grounds, that all trogs are evil by their very nature.
7) He uses intimidation to solve a party dispute over healing, while the party are under siege from the now very very angry troglodytes. He sides with one pc over another npc, both of whom are extremely injured. Threats are used.

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
1-20 2d6 Footpads: these are rogues with light weapons; they are a few levels below the party, and quite poor.
2-40 2d8 Bandits: ranger/rogues with favoured enemy corresponding to the party type. They use ranged weapons for the most part; are below the level of the party and have some wealth in weaponry.
40-60 2d8 Hard men: fighters, thugs and barbarians. They have the skills to take what they want by force. Closer to the party in level.
60-80 2d4 Accomplished Murderers: rogue/fighters and rogue/assassins. They kill for money, through poison applied to blades and bolts—they will surely kill passer-bys for loot.
80-90 1-3 or 2d10 Greedy Squires or a Cruel Lord and his Men: when nobles encounter or hear of wealthy adventurers they do not always give them missions and payment. These knights, or a minor lord and his men are challenges that can swiftly overwhelm.
90-95 The party Druman Treasure Hunters: a team of highly skilled men of diverse talent, but all skilled in the re-acquisition of wealth. They are slightly above the party’s level.
96-99 100+ An Instantly Rebellious Village: the outlanders passing by with their great fortunes and greedy eyes, sets the poor folk of the nearest settlement to instant rebellion and frenzied attack with any available implement.
100 ? A powerful foe this way comes. High level paladins, wizards, a dragon or a figure of great power.

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)
HP level impacts on modifiers to the crit. The rationale is that once weakened, an actor when crit will be more likely to be finished very badly. Weary from blood loss, they may fall on a well placed blade. Also gives an added bonus to those with razor sharp weapons, or deadly skill. Their crits are going to be a little more lethal.

01-80% HP no modifier to crit roll
80%-90 of HP total +5 to roll. Slowing down, bleeding out, less nimble.
90-99% of HP total +10 to roll. Barely standing, anything that hits well will end it. Skill and enchantment modifiers: Keen +5 to roll, Improved Crit +5

For example, Osfreed and Ruprecht have battled
For some time. Ruprecht is on 11 hp which means
Around 84% of his hp has been lost. Osfreed crits
with his dire pick. Osfreed also has improved
critical. Thus, the controller of Osfreed rolls a d100
and adds 10 to the roll (5 from the weakened
enemy, 5 from his skill). 45 becomes 55, securely
in the second category of crit. The d12 is rolled (6) and it is in the abdomen, if Ruprecht were alive, and he won’t be because the crit is x5, he would be taking -2 to all. Osfreed has prevailed.

Location location
For any natural 20 crit, toll d12 to determine the part of the body effected. Or allow the players’ discretion if the Dm allows it. It adds character, when a player always skewers his enemies in the groin or a duelist who often slices open his opponents face. It does not hurt the game, it only enlivens it. Allows players to tactically damage spellcasters if they cleave off their jaw with a well placed axe attack.

1 Foot or shin For leg, roll d12, 1-6 left, 7-12 right.
2 Knee For leg, roll d12, 1-6 left, 7-12 right.
3 Upper Leg For leg, roll d12, 1-6 left, 7-12 right.
4 Groin Sickened -1 to all or -2.
5 Abdomen Sickened -1 to all or -2.
6 Abdomen Sickened -1 to all or -2.
7 Chest -1 (1-40) -2 (41-70) or -3 (71-90) to armour ac if present.
8 Chest -1 (1-40) -2 (41-70) or -3 (71-90) to armour ac if present.
9 Arm For arm, roll d12, 1-6 leading arm, 7-12 secondary
10 Arm For arm, roll d12, 1-6 leading arm, 7-12 secondary
11 Neck Roll d12 1-8 sides of neck, 9-10 windpipe, 11-12 spine.
12 Head or Face For this, roll d12, 1-6 head, leads to extreme
Disorientation (-1 to -2 for all). 7-9 jaw, cannot speak. 11 left eye, 12 right eye. Partial blindness ensues.

By Trevor Wilson
1/04/2009

Inspired by a Crit Chart designed by my brother in the 1990s. Changed and re-introduced in 2009.


Ah Xanesha. This one gave the party a great deal of trouble. Petrified one, disposed of another. The fighter/barb/berserker could barely take her in melee. Almost makes it seem right to buy it as a trophy. A little bit buggish though.