[CONAN] Alternative Critical

I'm still trying to put some inspiration from the Codex Martialis in my Conan games, as you maybe have already seen here:

http://forum.mongoosepublishing.com/viewtopic.php?f=10&t=47333

I strongly suggest all of you to go to Drivethrourpg and try the Codex!
However, maybe Galloglaich will be unhappy about how I modified things or about how I created stuf... and the following rules are definitively not in the Codex, or at least not in this form.... but I'm only trying to get my inspiration from the Codex to work in the Conan system.
I'm especially interested in the Codex approach to weapon typology (which is much more scientific and academic than in any other RPG I've read) and I want it to have sense in my Conan games.
So I created these rules.

ALTERNATIVE CRITICAL HIT TYPES
This paragraph introduce 4 new abilities of weapons which help making combat more deadly and also more varied.
With these rules the process of choosing weapons becomes more interesting.
Each ability is linked to a peculiar primary damage type as indicated in the Codex Martialis (where damage types are more accurate than in canon OGL Barbarian rules).
Here are the Abilities and the linked weapon damage types:
STUN linked to Bashing Damage
THRUST linked to Piercing Damage
CHOP linked to Chopping Damage
BLEED linked to Slashing Damage
The list of abilities of weapons in Core Rules weapons is presented below.
Each ability confers an alternate Critical Hit type.
When one gets a Critical threat and then confirms it, he can choose to roll the normal critical OR activate the Alternative Critical Hit Type.
Creatures immune to critical hits are also immune to Alternative Critical Hits.

"STUN" (CRITICAL BASHING ATTACKS)
Bashing attacks are dangerous since they can leave you unconscious.
MECHANICS:
1. Roll Critical Damage as usual and check how much of it passes the Armour.
2. If any damage passes the Armour, consider only half (rounded down) of the resulting damage as real damage while the rest is non-lethal damage. If only 1 damage point is dealt that single point is considered non-lethal.
3. The victim must roll a Will or Fort Save (choose the best one) vs a DC equal to 10 + the non-lethal damage. The results are as follow:
Succesful Save: No Effect.
Failed for 1-3 points: the victim is STUNNED for 1d6 round
Failed for 4 point or more: the victim is UNCONSCIOUS and therefore Helpless for 1d6 rounds.
NOTES:
- In case the applied damage results also in a Massive Damage threat range (20 pts, including both lethal and non-lethal damage as per normal Conan rules) the rules for Massive Damage Saves still applies and the check must be done after the BASH check, even if the victim survived the "Bash" save.

"THRUST" (CRITICAL PIERCING ATTACKS)
A well made Thrust attack can pierce even the thicker skins.
MECHANICS:
1. Damage is rolled as normal (NOT as a Critical hit) but the Strength bonus to damage is augmented as follows.
Str Bonus of 0 or less = considered +2 (+3 if one-handed or two-handed weapon held with 2 hands).
Str Bonus of +1 or more: Str bonus x3 (x4 if one-handed or two-handed weapon held with 2 hands).
NOTE: the multiplication for weapons held with 2 hands substitute the normal x1.5 multiplication
2. AP value also augments of +2 or, if rules for Finesse penetrations are used, the DR is considered 4 points lower, but only for the sake of making the Finesse penetration calculation.

"CHOP" (CRITICAL CHOPPING ATTACKS)
Chopping damage is rough! It pierces, but not as much as Thrusting Damage and it can make deep wounds, but not as much as Slashing attack.
MECHANICS:
1. Roll the damage as normal (not as Critical Hit)
2. AP value also augments of +1 or, if rules for Finesse penetrations are used, the DR is considered 2 points lower, but only for the sake of making the Finesse penetration calculation.
3. Check if any damage goes beyond armour
4. If any damage goes beyond the armour the victim must make a Fort Save vs a DC equal to 10+1/2 damage suffered. If the save is succesful nothing happens. If the save fails the victim loses 1 point of COS.
NOTE: The loss of HP due to a lowering in Cos does not count towards the total count of this hit to determine Massive Damage (otherwise you'll get the situation of higher level characters suffering more often of Massive Damage).
However, add the loss of COS (1 pt in this case) to the total damage of this hit (as if it was 1 hplost) in order to consider massive damage and the DC of this save.

"BLEED" (CRITICAL SLASHING ATTACKS)
Slashing damage could open deep bleeding wounds which weaken the enemy.
MECHANICS:
1. Roll the damage as normal (not as Critical Hit)
2. Check if any damage goes beyond armour
3. If any damage goes beyond the armour the victim must make a Fort Save vs a DC equal to 10+1/2 damage suffered. If the save is succesful nothing happens. If the save fails the victim loses 1d3 COS.
NOTE: The loss of HP due to a lowering in Cos does not count towards the total count of this hit to determine Massive Damage (otherwise you'll get the situation of higher level characters suffering more often of Massive Damage).
However, add the loss of COS (1d3 pt in this case) to the total damage of this hit (as if it was 1d3 hp lost) in order to consider massive damage and the DC of this save.

LIST OF WEAPONS FROM CORE RULES WITH THEIR ABILITIES
The following list is not definitive.
If you read the Codeex second volume "Weapons from the Ancient World" you can be inspired to create variants with variant abilities (e.g. the Roman Spatha, a variant stiffer Broadsword which should have THRUST and CHOP, rather than BLEED and CHOP).

SIMPLE WEAPONS
Gauntlet: STUN
Unarmed: STUN
Dagger: THRUST
Hatchet: CHOP
Knife: THRUST, BLEED
Knife, Yuetshi: THRUST, BLEED
Stiletto: THRUST
Club: STUN
Mace, Heavy & Light: STUN
Spear, Hunting & WAR: THRUST
Staff: STUN
Bow, Hunting: THRUST
Javelin: THRUST

MARTIAL WEAPONS
Axe: CHOP
Knife, Ghanata: BLEED
Pommel: STUN
Poniard: THRUST, BLEED
Sword, short: THRUST, BLEED
Battleaxe: CHOP
Broadsword: CHOP, BLEED
Cutlass: CHOP
Knife, Zhaibar: BLEED, THRUST
Lance, Heavy and Light: THRUST
Scimitar: BLEED
Sword, Arming: THRUST, BLEED
Bardiche: CHOP
Bill: CHOP
Club, War: STUN
Pike: THRUST
Pollaxe: THRUST, CHOP
Sword, War: THRUST, CHOP
Arbalest: THRUST
Crossbow: THRUST

EXOTIC WEAPONS
Sabre: BLEED
Whip: BLEED
Greatsword: CHOP
Tulwar: CHOP
Bow (Hyrkanian, Shemite, Bossonian): THRUST

ANIMAL AND MONSTER NATURAL WEAPONS
GameMaster's judgement rules.
Slams should have the STUN ability
Claws should have the BLEED ability.
Bites should have BLEED or THRUST according to the kind of bite.
Piercing and Grasping bites should have the THRUST ability: Wolves, tigers, snakes, spiders, sabretooths,
Slashing/BLEED 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.
 
Elsewhere I've been discussing a new kind of Critical Hit Threat called "Mastery Critical Threat."
Check it here:
http://forum.mongoosepublishing.com/viewtopic.php?f=10&t=49288&p=696392#p696392

If you like it and you want to apply both it and the Alternative Criticals here is an addendum (called "Rule 3", you'll finde Rules 1 and 2 in the other thread.

RULE 3:
This is optional and it applies only if you use my optional Alternative Critical rules.
Every kind of critical (Mastery or Weapon) can be changed into a an option Alternative Critical (Stun, Bleed, etc..).
If a single hit scores both a Mastery and a Weapon critical, please follow the following instructions.

"STUN": you roll ALL of the critical damage with the final multiplier (Weapon+Mastery critical) but the damage is still half real and half non-lethal.

ALL THE OTHERS (THRUST, CHOP, BLEED):
Apply all the results but the rolled damage is not a "normal hit" but it is considered as a x2 critical (as if it is a Mastery Critical...in other words the Weapon critical is converted into the Alternative Critical).
 
Top