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Choose your own Criticals?

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Justisaur

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Apr 10, 2012, 2:10:01 PM4/10/12
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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.

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?)
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 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.?

- Justisaur





Alcore

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Apr 10, 2012, 3:40:49 PM4/10/12
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On Tuesday, April 10, 2012 1:10:01 PM UTC-5, Justisaur wrote:
[snip]
> 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.

I have always thought it was entirely silly that a monster that you can only hit on a 20 always gets critted when hit. (There's a reason for the "confirm" roll in 3e.)

As for the core idea... Sure, why not. Fighters really should do different sorts of things than Rogues when they crit. Why not have it be personalized to each character? Of course... on some level this sort of thing is what the Feats system is designed for.

Justisaur

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Apr 10, 2012, 5:09:36 PM4/10/12
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That was how I did it back in 2e as well.

I'd forgotten about that, too much 4e probably. Everything is so
average in 4e it doesn't really matter that much. It's probably o.k.
as most of the additional effects have some sort of additional roll
associated, and max damage (without 4e's extra crit dice) isn't all
that exciting.

Perhaps a Thief in 1e could choose to do a backstab (up to 4x damage
at high level) even when not hidden/etc. Would make them a bit more
valuable.

Nicole Massey

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Apr 11, 2012, 8:18:31 AM4/11/12
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"Justisaur" <just...@gmail.com> wrote in message
news:decf5602-bceb-45a2...@l30g2000yqb.googlegroups.com...
My problem with specific criticals for first and second edition AD&D is that
you're introducing a non-abstract element into the system where combat
(except for those dreadful weaponless combat rules in the DMG) is abstract.
Here's what I use: Roll a 20 and it's an open ended roll. Roll again, and if
the total is a multiple of what you needed to hit you do that multiple of
damage. This covers the creature who you can hit only on a 20, too, as you'd
have to roll another 20 to do double damage.
For fumbles it's done the same way, with a chart of things tht happen
depending on how low the open ended roll goes.
The advantage of this is that it keeps everything abstract, so it honors the
system's approach to combat, and doesn't add any more charts (except for
fumbles) that need managing. It's a straightforward rules change that adds
only one concept (the open ended roll) which is also a great luck simulation
as well.
If I want specific hit locations and damage I'll use Rolemaster or Artistry
for combat.
And the above critical hit rule is in an article that at some point will
appear in & magazine. The article is already done, and includes shield,
parry, weaponless combat, and critical hit rules for first edition AD&D.


Hadsil

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Apr 12, 2012, 9:36:02 AM4/12/12
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Pathfinder offers Critical Hit feats where you apply some negative
condition upon getting a critical hit, such as stunned for a round,
blinded for a round, ability damage, etc.

Gerald Katz

Justisaur

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Apr 12, 2012, 8:55:59 AM4/12/12
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On Apr 11, 5:18 am, "Nicole Massey" <ny...@gypsyheir.com> wrote:
> "Justisaur" <justis...@gmail.com> wrote in message
That's pretty much how I used to do it. I included Hero system hit
locations though and if you did something like half a creatures damage
you'd chop off (or break) that part. I used to play Champions quite a
bit back then, but have long since decided I absolutely hate point
based systems.

- Justisaur

tussock

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Apr 17, 2012, 11:19:30 PM4/17/12
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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

Loren Pechtel

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May 3, 2012, 11:07:55 PM5/3/12
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Interesting idea--I'd start with any special attack you could normally
do with an attack roll. (Subject to any limits that normally apply to
using the ability.)

I don't like it on fumbles, though.
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