Writing 'wound' effects into critical hits for homebrew, looking for feedback


Homebrew and House Rules


Wanted to get this boards take on a system I was thinking of introducing to an upcoming homebrew game. Essentially, it's just a way to introduce the called shot effects, which we've already dabbled in and started calling 'wounds', into critical hits to liven things up a bit. On every critical hit that's confirmed, a randomly targetted area of the body is hit and applies the corresponding call shot effect, or wound. For critical hits that do over 50 points of damage, a critical called shot effect will be applied; those that do over 100 points will apply a debilitating called shot effect. These wounds will otherwise be treated exactly as in the variant rules set I linked to on the SRD. The targetted part of body is determined by a d100 roll: 1-20 arms, 21-40 legs, 41-60 chest, 61-70 hands, 71-80 vitals, 81-90 head, 91-93 ears, 94-96 eyes, 97-99 throat, 100 heart.
Now, they're getting a customized resource similar to hero points as well at fairly early level. One of the default uses of this point system is to lessen the severity of a 'wound' received from a critical hit down one tier as an immediate action. Except in rare cases of certain 'boss' fights, enemy NPCs / monsters will not have such a resource to undo the severity of wounds dealt to them.
That's it. If people can let me know their opinion and if this seems unbalanced, I'd really appreciate it.

Scarab Sages

See if you can get a copy of the old Rolemaster critical hit charts.

They are an entertaining read.


I've been using these for a few weeks now and my players love them. One of my players lost a hand and he was only upset until he realized that now he could work on acquiring a hook-shot hand, something that never would have come up otherwise.

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