A
Anonymous
Guest
hi all, i'm currently playing around with an idea for using hit locations and critical effects on hit locations. please discuss:
Difference of your attack roll result and opoonent's armour class:
- added to damage roll (Optional, makes combat more lethal)
- used to determine hit location
01-04 Right Arm
With Wings
01-03 Right Arm
04 Right Wing
05-08 Left Arm
With Wings
05-07 Left Wing
08 Right Wing
09-12 Right Leg
Quadruped
09-11 Right Forelimb
12 Right Hindlimb
13-16 Left Leg
Quadruped
13-15 Right Hindlimb
16 Left Hindlimb
17-20 Torso
17-18 Torso
With Wings
19 Right Wing
20 Left Wing
21+ Head
More than 1 head
21-N Secondary Head
N+1 Main Head
Critical Hits:
- no confirmation roll
- no multiple damage (except for torso hits), instead critical effects as detailed below
- Fortitude save (Dc = 10 + damage suffered)
Arm:
Save Suceeded Crippled: penalty to rolls with that arm equal to 1 per 5 points of damage taken
Failed Save Severed or Maimed. Arm useless
Leg (Bipedal)
Save Succeeded Crippled: 1/2 ground move, penalty to rolls related to movement equal to 1 per 5 points of damage taken
Failed Save Severed or Maimed. Leg useless
Both Legs Crippled: only 5-foot steps possible
Both legs useless: no ground movement on legs. drag yourself with 5-foot "steps" over ground
Leg (QuadrupeD)
Save Succeeded Crippled: 3/4 ground move, penalty to rolls related to movement equal to 1 per 5 points of damage taken
Failed Save Severed or Maimed. Leg useless
Two Legs Crippled: move at 1/2 speed
Three Legs Crippled: move at 1/4 speed
All LEgs Crippled: 5-foot steps only
Wing
Save Succeeded Crippled: 1/2 flight speed, penalty to rolls related to flying equal to 1 per 5 points of damage taken
Failed Save Severed or Maimed. Wing useless. No flying
Torso
Save Succeeded Crippled: Multiple damage as by weapon damage critical multiplier
Failed Save Crushed or vital organs destroyed. Dead
Head
Save Succeeded Crippled: Stunned for a number of rounds equal to damage taken
Failed Save Crushed skull or beheaded. Dead
Difference of your attack roll result and opoonent's armour class:
- added to damage roll (Optional, makes combat more lethal)
- used to determine hit location
01-04 Right Arm
With Wings
01-03 Right Arm
04 Right Wing
05-08 Left Arm
With Wings
05-07 Left Wing
08 Right Wing
09-12 Right Leg
Quadruped
09-11 Right Forelimb
12 Right Hindlimb
13-16 Left Leg
Quadruped
13-15 Right Hindlimb
16 Left Hindlimb
17-20 Torso
17-18 Torso
With Wings
19 Right Wing
20 Left Wing
21+ Head
More than 1 head
21-N Secondary Head
N+1 Main Head
Critical Hits:
- no confirmation roll
- no multiple damage (except for torso hits), instead critical effects as detailed below
- Fortitude save (Dc = 10 + damage suffered)
Arm:
Save Suceeded Crippled: penalty to rolls with that arm equal to 1 per 5 points of damage taken
Failed Save Severed or Maimed. Arm useless
Leg (Bipedal)
Save Succeeded Crippled: 1/2 ground move, penalty to rolls related to movement equal to 1 per 5 points of damage taken
Failed Save Severed or Maimed. Leg useless
Both Legs Crippled: only 5-foot steps possible
Both legs useless: no ground movement on legs. drag yourself with 5-foot "steps" over ground
Leg (QuadrupeD)
Save Succeeded Crippled: 3/4 ground move, penalty to rolls related to movement equal to 1 per 5 points of damage taken
Failed Save Severed or Maimed. Leg useless
Two Legs Crippled: move at 1/2 speed
Three Legs Crippled: move at 1/4 speed
All LEgs Crippled: 5-foot steps only
Wing
Save Succeeded Crippled: 1/2 flight speed, penalty to rolls related to flying equal to 1 per 5 points of damage taken
Failed Save Severed or Maimed. Wing useless. No flying
Torso
Save Succeeded Crippled: Multiple damage as by weapon damage critical multiplier
Failed Save Crushed or vital organs destroyed. Dead
Head
Save Succeeded Crippled: Stunned for a number of rounds equal to damage taken
Failed Save Crushed skull or beheaded. Dead