CRIT THREAT RANGES
I'm reallly tempted about your rule regarding levels lowering down Critical Threat ranges...
However, I feel it's a bit too deadly that way.
The game should be fun at low levels, but crits will loose their "uniqueness" at high levels when they will occur every round.
What about monsters with a lot of HD?
Check the "Winged One" in Bestiary: 12 hd.
A Crit Threat range of 9-20 is a bit too much for me...
CRITICAL DAMAGE
Did you ever read the Codex Martialis?
It's a d20 book written by medieval arms expert.
It makes some big changes in d20, but they are all historical.
I'm trying to get inspired from that book and make something into Conan but WITHOUT changing too much the Conan d20 system.
So, just some minor adaptation.
A Codex-ized but still Conan rule could be the following:
"DAMAGE TYPE CRITICAL"
1) Each Critical multiplier (x2, x3, x4,) refers just to the damage modifiers (Str, specialization, etc.)
2) Roll the dice as normal damage but add a number of dice equal to the multiplier:
x2 means +2 dices
x3 means +3 dices
x4 means +4 dices
3) Which dices?
It depends on the kind of damage:
Bashing/Piercing: 1d8
Chopping: 1d10 (a specialized slashing damage: Axes, machete, hatchets, cutlases. A list is below)
Slashing: 1d12 (Swords, scimitars, etc.)
4) To balance this effect we should also add the following rule (which applies also to NORMAL DAMAGE, giving you a sense why so many warrios in the past were armed with SPEARS rather than axes):
Other weapons consider AP vs Armor in a special way according to the weapon used:
- Bashing/Piercing: no change
- Chopping: Consider Armor x 1.5 just for the confrontation with AP. HOWEVER, Armor Dr to be subtracted from dmg is still x1
- Slashing: Consider Armor x 2 just for the confrontation with AP. However, Armor Dr to be subtracted from dmg is still x1
- Finesse is NOT AFFECTED, no change: this is very advantageous with Slashing weapons (ARMING SWORDS!)
CONSEQUENCES:
The critical is now MORE dependent on weapon type than on size.
Hatchets and bardiches will add the same value to Criticals (+3d10).
This makes sense to me: bardiches in usual hits make a lot more damage than an hatchet.
However, a chopping critical is the same for both weapons (hatchet can kill in real world, as much as bardiches!).
Furthermore, since Hatchet is a Finesse weapon they have another advantage over bardiches!
They can be better used to slip through armour weak spots!
NOTE:
"Chop" penetrates more than slash (is a specialized slash damage), but it makes less damage.
If you do not like the "Chop Differentiation" from simple Slash you could treat this way:
All slashing weapons: +1d10 and Armor comparison to AP: x1.5
LIST OF WEAPONS
Choose your attack if you have more than one!
SIMPLE WEAPONS
Gauntlet: Bashing
Unarmed: Bashing
Dagger: Piercing
Hatchet: CHOP
Knife: Piercing, Slashing
Knife, Yuetshi: Piercing, Slashing
Stiletto: Piercing
Club: Bashing
Mace, Heavy & Light: Bashing
Spear, Hunting & WAR: Piercing
Staff: Bashing
Bow, Hunting: Piercing
Javelin: Piercing
MARTIAL WEAPONS
Axe: CHOP
Knife, Ghanata: Slashing
Pommel: Bashing
Poniard: Piercing, Slashing
Sword, short: Piercing, Slashing
Battleaxe: CHOP
Broadsword: CHOP, Slashing
Cutlass: CHOP
Knife, Zhaibar: Slashing, Piercing
Lance, Heavy and Light: Piercing
Scimitar: Slashing
Sword, Arming: Piercing, Slashing
Bardiche: CHOP
Bill: CHOP
Club, War: Bashing
Pike: Piercing
Pollaxe: Piercing, CHOP
Sword, War: Piercing, CHOP
Arbalest: Piercing
Crossbow: Piercing
EXOTIC WEAPONS
Sabre: Slashing
Whip: Slashing
Greatsword: CHOP
Tulwar: CHOP
Bow (Hyrkanian, Shemite, Bossonian): Piercing
ANIMAL AND MONSTER NATURAL WEAPONS
GameMaster's judgement rules.
Slams should have the Bashing ability
Claws should have the Slashing ability.
Bites should have Slashing or Piercing according to the kind of bite.
Piercing and Grasping bites should have the Piercing ability: Wolves, tigers, snakes, spiders, sabretooths,
Slashing bites should be for the very few animals with razor-blade teeth made for easily taking whole chunks of flesh like for Sharks and piranhas.