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So here we go. i have run these rule on the past three games and the players seem to like them. I don't have to beef up encounters, and players live longer. Everything is plugged into an excel spreadsheet where i can monitor initiative encounters and armor hp. (no extra work on the players or my part.)

Defense= 10+dex+shield+Misc Armor bonus + Hd (lv) modifier.
HD Mod. = HD or Lv /5
DR = Armor mod+ Natural armor+Existing DR - armor weakness weapon type.
Critical damage = (damage-DR)critical multiplier
*Optional Sunder on Critical to armor = (DMG - Item Hardness + Rend damage) critical multiplier. Note every 5 hp done to armor reduces the DR of that armor by 1
Rend damage is damage points the players volunteer to remove from HP damage to the foe to damage to the armor.

Armor weakness table: -1 DR
Padded or hide armor weak vs Piercing / Slashing
Pliable armor such as chain or studded leather weak vs Bludgeon (flight arrows)
Hardened Armor (such as leather or plate) weak vs Piercing.

The minus 1 to DR takes into account that the design of the armor is resilient to that type of attack but its actual DR dictates how resilient it actual is.


Ok I play Pathfinder with a group of friends online and I find the confirmation of critical hit tedious and unfair to players. So I would like to ask some experienced gamers to review the following model. Take the AC (or modified AC) of the creature +5 + Creature HD.
For an example: Basic Goblin
AC 15 + HD 1 + 5 = 21 or better for a critical hit.

So if a character rolls anything with modifiers between 15 and 20 they do normal dmg. But if they get 21 or better they get a critical hit. I use the critical hit decks so not every critical hit is double damage.

Now the GM can manipulate these numbers by increasing HD, using terrain, surprise, ect.

Thoughts and criticism are greatly appreciated.