Justisaur wrote:
> I'm thinking of trying something somewhat or perhaps radically
> different. I've always used critical hit charts or cards, I miss them
> a bit soloing 1e BtB, but I can see not having them does make the game
> a bit safer. I'm thinking instead of having all defined criticals,
> one could have a 'stunt' type critical.
>
> So if you roll a 20 you get to do something special like disarm, trip,
> carve your initials or whatever.
So ... maybe a 20 gives you advantage and an extra attack, and things
like disarm, trip, grapple, and so on require advantage (normally from
surprise, back attacks, slowed, entangled, fleeing, or frightened creatures
with failed morale). The Thief and Assassin can have their backstabs with
advantage, everyone else just gets +2 to hit or whatever.
> I'll have a couple defined, as some people just like extra damage,
> perhaps even a small chart to roll on if people don't want to choose,
> or for use as the DM for the NPCs.
>
> 1. Heavy Blow (Max damage 4e style)
> 2. Follow up (extra attack roll for double damage 3e style, but can
> choose to make attack against a different target if melee instead.)
> 3. Call Location (no extra damage, eye temporary blindness, ear
> temporary deafness etc. perhaps a save every round to recover 4e
> style?)
Maybe just makes the advantage sticky? No extra damage from the second
attack, but you and everyone else gets advantage until the opponent is
healed. -4 to hit if that's too much. Have to describe how you're doing it.
> 4. Maneuver (no extra damage, move the enemy by push, trip, etc.)
> 5. Disarm/Sunder (no damage, but enemy looses what it's holding)
> 6. Flourish (no extra damage, but can humiliate the target, perhaps
> calling for a morale/intimidate/etc. check)
I like that. Not sure about missile fire though, perhaps forbid critical
hits with ranged attacks so you can keep something nice for melee. 8]
> I think that's a good start.
>
> I wonder if the same would work for fumbles... one could be forced to
> choose if they are going to attack a friend, or loose their weapon,
> etc.?
Fumble could just give advantage for one round, first attack only. Not
really needed if your enemy can already get crits, and doesn't work well for
missile or spell attacks.
--
tussock