| Cuup |
I've seen so many random fumble tables, but it just occurred to me that I've never seen a random crit table; you know, something to roll when a creature confirms a crit. Maybe there's no need for such a table, since crits are already pretty exciting, but I'll take a stab at it anyway.
After Confirming a Crit - roll damage normally, as if the attack weren't a crit. In addition, roll on the following table to determine an additional effect. Roll twice and use both results if your weapon has a x3 multiplier and three times if your weapon has a x4 multiplier.
1-40 Roll damage again, only adding static damage increases (as per crit rules)
41-55 Randomly roll between the target's armor, shield, weapon, or other held/wielded item, which receives the broken condition
56-65 The target takes bleed damage equal to your HD
66-70 The target gains the prone condition
71-80 The target is flat-footed until the beginning of your next turn
81-90 The target is pushed away from you (or the attack's point of origin) by 5', plus 5' for every 5 by which your damage roll exceeds their CMD
91-100 You succeeded at a critical called shot on the target. Randomly roll to determine if the called shot is applied to its arms, chest, or legs.
I made rolling damage again as per crit rules the most likely outcome, so weapons with high crit multipliers still have a decent chance of dealing massive damage. I just kind of threw this together as I wrote it, so it could very well be trash. Seems like a fun change of pace for normal crits. Especially at lower levels, where a single monster crit can take a prospective front-liner from full health to death, the chance to instead impart alternative outcomes could be a blessing in disguise. Some of these outcomes blatantly rip off certain feats, but I figure those feats are so seldomly taken that it doesn't ruin much integrity.
Any feedback would be appreciated!
| Philo Pharynx |
I can see a lot of player types hating it.
Damage-focused players won't like that it reduces the effect. Others won't like some of the effects. Somebody built to lock down enemies won't want to push them away.
On the receiving side, players will hate it because of 41-55. The players are in every battle all day long. Eventually people are going to break their cool stuff and they may not be able to do fix it. A second hit on the same item is rare, but when you destroy somebody's armor or weapon, you are going to face the consequences.