Supplement Four
Mongoose
Hervé said:Why not use something similar to the WHFRP critical wound system?
In Warhammer, evrything's fine until you reach negative Hps. From there every hit is a critical blow, each getting meaner and deadlier as you go down in negative...
I'm heading that way...
But, I think I'm going to use the infamous Rolemaster Critical Hit Charts. Those have a lot of "personality". And, there are 95 different outcomes for each weapon type (slash, crush, pierce, etc).
Here's what I'm thinking...
(Edited Rolemaster Crit Charts for use with d20 Conan 2E)
Jace is fighting a big, bad, red-haired Vanir bastard. Jace has 52 HP, but then the Vanir scores Massive Damage on Jace. The Vanir rolls 29 points of damage.
Jace must make a Fort Save against the Massive Damage. He fails.
The rule is: I will check the Critical Chart whenever a character is going to 0 HP or below.
Since Jace failed the Fort Save, I would normally roll 1d10 to see Jace's new HP in the negatives. But, before this step, I will roll on the Critical Hit Chart to get a better understanding of what's happening.
I roll and see this description: Blow to the side. +2 damage. Victim's defense at -1 through next round.
So, Jace got off pretty lucky. The Critical Chart has some pretty light entries as well as some pretty nasty entries.
What happens is that the Vanir struck a blow to Jace's side. Jace receives +2 damage (for a total of 31 points). And, Jace will favor that side for about six seconds (through next round) with a -1 penalty to his defense that is in effect through his next initiative.
Not too bad, eh?
Since the Critical Hit chart did not describe a wound that warrants Jace being put into the negative hit points, I will ignore Jace's failure of the Fort Save against the Massive Damage.
Instead, Jace keeps fighting. His 52 HP is reduced to 21 HP, and he's -1 Defense for one round. After that, it's back to business as usual.
OK, let's look at a differnt roll on the Critical Hit Chart.
Jace ends up slaying his Vanir foe. But, Jace is in a mass battle. Another red-haired bastard takes the slain one's place.
Jace is fine. He's got 21 HP now and no longer affected by the -1 Defense penalty.
Jace and the Vanir go at it, whittling each other's hit points down. A few rounds later, Jace has 9 HP, and then the Vanir hits him for a total of 12 damage.
This will stick Jace at -3 HP, but before that happens, I roll on the Critical Hit Chart.
Minor forearm wound. +3 Damage. Victim takes -2 HP per round from bleeding until healed. Victim at -1 Defense until healed.
Jace is weak and goes down. He's bleeding from a forearm gash, taking -3 HP per round instead of the usual -1 HP. So, Jace starts at -6 HP. Next round, he'll be at -9 HP unless somebody helps him (stabilizes him per the rules).
Jace's comrades have taken the camp. A quick Heal check is made, and Jace is stabilized. From here, we follow the normal rules.
One more look into using the Critical Hit Chart.
A month later, Jace and his Cimmerian friends are camped out. Late at night, they are attacked by a Vanir raiding party--those that have come looking for vengenance after what the Cimmerians did to their friends.
Jace is back up to full HP, but on the Surprise round, he takes 22 points of damage, which is enough to qualify for Massive Damage.
Jace fails the Fort Save.
I roll on the Critical Hit Chart.
Victim is disembowled. 25% chance attacker's weapon stuck on bone inside the victim.
Clearly, the Critical Hit Chart is not going to "save" Jace from going into negative hit points this time (as it did in the first example above). We'll just play the rules straight on this one--with the added flavor that the Vanir has a 25% chance of getting his weapon stuck inside of Jace.
I roll 1d10, getting a 3. So, Jace is skewered through the gut with the Vanir's sword. Jace is at -3 HP and dying quickly unless he gets help.
That's how I envision using the Critical Hit Charts from Rolemaster with this Conan game.