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Dragon Ninja
•ICQ#34140852

CRITICAL HIT SYSTEM
*I'll make a printable version when I have time*
unless someone wants to do it for me


What follows is a new Critical Hit system. It was written due to my dissatisfaction with systems that are too long and cumbersome to use, or ones that are too short and shallow. This system is an attempt to offer a medium between the two. It offers realistic, specific damage results for DMs who wish to incorporate them. As a footnote, any critical damage system should be used for the monsters as well as the characters.

Directions
1. Use this system only on a "To Hit" roll of a natural 20.
2. There is a 20% chance of a blow inflicting specific damage.
3. Roll on Table 16 to determine damage modifiers.
4. Roll on Table 17 to determine specific area injured (if necessary).
5. Refer to table 18 to determine blood loss results.
6. Use common sense when applying specific results.

Notes
1. The term "standard bonuses," which appears in table 16, refers to adjustments for Strength, specialization, magic weapon bonuses, etc.
2. Specific wound types depend upon the type of weapon used:

  • Bludgeoning Weapons break or crush.
  • Slashing Weapons lacerate or sever.
  • Piercing Weapons puncture or perforate.

TABLE 16: SPECIFIC RESULTS OF WOUND
Roll Results Modifier
01
Inflict Normal Damage
None
02
Inflict Normal Damage
+ 1
03
Inflict Normal Damage
+ 2
04
Inflict Normal Damage
+ 3
05
Inflict Normal Damage
+ 4
06
Roll 2 Damage Dice
+ Standard Bonuses
07
Roll 2 Damage Dice
+ 1, + Standard Bonuses
08
Roll 2 Damage Dice
+ 2, + Standard Bonuses
09
Roll 2 Damage Dice
+ 3, + Standard Bonuses
10
Double Total Damage
None
11
Double Total Damage
+ 1
12
Double Total Damage
+ 2
13
Double Total Damage
+ 3
14
Double Total Damage
+ 4
15
Roll 3 Damage Dice
+ Standard Bonuses
16
Roll 3 Damage Dice
+ 1, + Standard Bonuses
17
Roll 3 Damage Dice
+ 2, + Standard Bonuses
18
Roll 3 Damage Dice
+ 3, + Standard Bonuses
19
Roll 3 Damage Dice
+ 4, + Standard Bonuses
20
Triple Total Damage
None
TABLE 17: BODY AREAS
Roll
Specific Area
Directions
01-20%
Arm (50% Left or Right)
See subtable 17a
21-40%
Leg (50% Left or Right)
See Subtable 17b
41-60%
Torso (Front)
See Subtable 17c
61-80%
Torso (Back)
See Subtable 17d
81-90%
Neck (50% Left or Right)
See Subtable 17e
91-95%
Head (50% Left or Right)
See Subtable 17f
96-00%
Face (50% Left or Right)
See Subtable 17g

 

SUBTABLE 17A: ARM LOCATIONS
Roll
Specific Area
01 - 20%
Fingers (1-5)
21 - 40%
Hand at Wrist
41 - 60%
Arm at Forearm
61 - 80%
Arm at Elbow
81 - 00%
Arm at Shoulder

SUBTABLE 17B: LEG LOCATIONS
Roll
Specific Area
01 - 20%
Toes (1-5)
21 - 40%
Foot at Ankle
41 - 60%
Leg at Shin
61 - 80%
Leg at Knee
81 - 90%
Leg at Thigh
91 - 95%
Leg at Hip
96 - 00%
Both Legs at Hip
SUBTABLE 17C: TORSO (FRONT)
Roll
Specific Area
01 - 10%
Collarbone
11 - 20%
Sternum
21 - 30%
Ribs (1-12)
31 - 40%
Lung
41 - 50%
Pectoral Muscles
51 - 60%
Small Intestines
61 - 70%
Abdominal Muscles
71 - 80%
Stomach
81 - 90%
Gall Bladder
91 - 00%
Heart (Instant Death)
SUBTABLE 17D: TORSO (BACK)
Roll
Specific Area
01 - 10%
Collarbone
11 - 20%
Scapular Muscles
21 - 30%
Ribs (1-12)
31 - 40%
Lung
41 - 50%
Middle Back Muscles
51 - 60%
Buttock
61 - 70%
Diaphragm
71 - 80%
Kidney
81 - 90%
Lower Back Muscles
91 - 00%
Spine (Death or Paralysis)
SUBTABLE 17E: NECK
Roll
Specific Area
01 - 80%
Soft Tissue
81 - 90%
Artery (Death in two rounds)
91 - 00%
Spine (Instant Death)
SUBTABLE 17F: HEAD
Roll
Specific Area
01 - 80%
Scalp
81 - 90%
Ear
91 - 00%
Thin area of Skull (Instant Death)
SUBTABLE 17G: FACE
Roll
Specific Area
01 - 15%
Forehead
16 - 30%
Eye
31 - 45%
Cheek
46 - 60%
Nose
61 - 75%
Mouth
76 - 90%
Chin
91 - 00%
Temple (Instant Death)

 

TABLE 18: BLOOD LOSS RESULTS
Wound Result1
Continuing Blood Loss2
0 - 09%
1 hp per round
10 - 33%
05% Total hp per round
34 - 66%
10% Total hp per round
67 - 99%
20% Total hp per round
1"Wound Result" refers to the initial amount of damage caused by the wound.
This is categorized by what percentage of the victim's total hit points were lost to the critical wound.
2"Continuing Blood Loss" refers to the number or percentage of the victim's
total hit points that are lost each round, until the critical wound is bound or healed.

 


Dragon Ninja

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