I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Friday, November 23, 2018

Super-critical hits!

Random idea I can't get off my mind lately:

Super criticals

Roll 1d4.
1: Maximum damage.
2: Double damage.
3: Triple damage;
4: Special (depends on weapon, armor, etc).

Example: if your usual damage is 1d6+3, maximum damage is 9, double damage is 2d6+6* (Average 13), triple damage is 3d6+9* (average 19.5).

*OR just roll 1d6+3 and multiply by two or three.

How?

A super-critical is achieved when you crit and beat the target AC by 10 or more, or when you have advantage an roll 20 on both dice. In some circumstances, all your crits will be super-crits, while in others none will (however, you can reach crits through combos - see my next post).

I thought of this as a rule for my Dark Fantasy Basic but you can obviously use for D&D 5e, etc. Notice that "maximum damage" result is slightly worse than the usual 5e crit... but it kinda FEELS better IMO, and is one less roll.


Why?

I just like crits! They are exciting, fun and a great way of differentiating weapons and characters, since only a few hits will be crits. It also gives you that "urgency" - the fight may suddenly take a sharp turn for the better or worse...

However, I get bored by long tables and dislike stopping combats to check complex rules/charts.

Super-crits are intuitive and significant. "Special" results - you can put whatever you want there, but should be very significant, and maybe IN ADDITION to triple damage - will happen less than 2% of the time. THEN you can use a table or complex rules. Almost 99% of the time, things will be straightforward.

Notice that this crits will make the difference between creatures of different HD/CR more significant. A level 10 fighter will be very likely to destroy one orc per critical hit in 5e - or even an ogre (4+1 HD) in B/X or DFB.

Likewise, heroes must think twice before attacking something that is out of their league. In 5e, this means the need for "minions" for high-CR foes is made a bit less relevant.

Well, that's it for now.

4 comments:

  1. I like this idea. Perhaps a slightly different approach:

    3) Standard critical hit: +10 AC (Roll weapon damage as normal, add max damage to the roll. Guaranteed above average roll for critical hits)

    2) Standard Critical Hit + Nat 20 (Nat 20 not required to reach +10. Can be a single roll, or advantage where 1 high roll and 1 nat 20): maximise both rolls

    3) Roll with advantage for 2 Nat 20s: roll regular damage, add (2) to roll.


    And I think that works well for a scaling system. If you use your idea of stacking advantage (3 advantage =+2, 4 advantage = +3, etc), you can scale the results so on so forth, although it would quickly become unnecessary.


    Not sure how well this works with crit features such as Barbarians, but it could be a start.

    ReplyDelete
  2. I've made critical hit cards with effects like below. My players like them.

    1d20 - Effect
    1-10 Critical Hit. Roll double dice for damage.
    11 Stunning Hit. Roll double dice for damage. Enemy makes Constitution saving throw (DC = damage taken). On failure, enemy can’t take actions or reactions until end of it’s next turn.
    12 Shoving Blow. Roll double dice for damage. Enemy makes Strength saving throw (DC = damage taken). On failure, enemy is knocked prone. If enemy is larger than you or has more legs, it gets [Advantage] to saving throw. Not all enemies can be knocked prone (DM’s discretion).
    13 Thrusting Strike. Roll double dice for damage. Enemy makes Dexterity saving throw (DC = damage taken). On failure, enemy is off-balance and grants [Advantage] to attack rolls until the end of your next turn.
    14 Opening Strike. Roll double dice for damage. You may make immediate additional attack against this enemy as a reaction.
    15 Carving Strike. Roll double dice for damage. You may make immediate additional attack against this enemy as a reaction. You gain [Advantage] to this attack roll.
    16 Supporting Strike. Roll double dice for damage. You and any ally within 5 ft. of the enemy may make immediate additional attack against this enemy as a reaction.
    17 Discouraging Blow. Roll double dice for damage. Enemy makes Wisdom saving throw (DC = damage taken). On failure, enemy is shaken. For 1d4 rounds it can only take Move, Disengage and Dodge actions. Creatures immune to frightened condition are immune to this effect.
    18 Crushing Blow. Roll double dice for damage. Enemy makes Constitution saving throw (DC = damage taken). On failure, enemy is Blinded for 1d4 rounds. Creatures immune to blinded condition are immune to this effect.
    19 Improved Critical. Roll double dice for damage. Roll another critical effect.
    20 Power Critical. Roll triple dice for damage.

    ReplyDelete
  3. 1d20 - Effect
    1-10 Critical Hit. Roll double dice for damage.
    11 Stunning Hit. Roll double dice for damage. Enemy makes Constitution saving throw (DC = damage taken). On failure, enemy is stunned and can’t take actions or reactions until end of it’s next turn.
    12 Shoving Strike. Roll double dice for damage. Enemy makes Strength saving throw (DC = damage taken). On failure, enemy is knocked prone. If enemy has more than two legs, it gets [Advantage] to saving throw. Not all enemies can be knocked prone (DM’s discretion).
    13 Thrusting Strike. Roll double dice for damage. Enemy makes Dexterity saving throw (DC = damage taken). On failure, enemy is off-balance and grants [Advantage] to attack rolls until the end of your next turn.
    14 Encouraging Strike. Roll double dice for damage. You gain [Advantage] to ranged attacks against this target until the end of your next turn.
    15 Bleeding Strike. Roll double dice for damage. On the beginning of his next turn, the enemy gets additional weapon damage then makes DC 10 Constitution saving throw. On failure, the bleeding continues.
    16 Weakening Strike. Roll double dice for damage. Enemy makes Constitution saving throw (DC = damage taken). On failure, enemy deals only half damage with every hit.
    17 Discouraging Strike. Roll double dice for damage. Enemy makes Wisdom saving throw (DC = damage taken). On failure, enemy is shaken. For 1d4 rounds it can only take Move, Disengage and Dodge actions.
    18 Debilitating Strike. Roll double dice for damage. Enemy makes Constitution saving throw (DC = damage taken). On failure, enemy is Restrained for 1 round.
    19 Improved Critical. Roll double dice for damage. Roll another critical effect.
    20 Power Critical. Roll triple dice for damage.

    ReplyDelete
  4. 1d20 - Effect
    1-10 Critical Hit. Roll double dice for damage.
    11 Stunning Spell. Roll double dice for damage. Enemy makes Constitution saving throw (DC = damage taken). On failure, enemy is stunned and can’t take actions or reactions until end of it’s next turn.
    12 Shoving Spell. Roll double dice for damage. Enemy makes Strength saving throw (DC = damage taken). On failure, enemy is knocked prone. If enemy has more than two legs, it gets [Advantage] to saving throw. Not all enemies can be knocked prone (DM’s discretion).
    13 Thrusting Spell. Roll double dice for damage. Enemy makes Dexterity saving throw (DC = damage taken). On failure, enemy is off-balance and grants [Advantage] to attack rolls until the end of your next turn.
    14 Energetic Whip. Roll double dice for damage. Enemy is shrouded for 1d4 rounds in waves of magical energy of one type, determined randomly by 1d6 roll: 1-acid, 2-cold, 3-fire, 4-force, 5-lightning or 6-thunder. Each round taking 2d6 damage of this energy type. If it’s a cantrip, damage is 1d6.
    15 Spellbounce. Roll double dice for damage. Choose another target for the same spell within 30 ft. from the initial target. Roll for attack normally.
    16 Shockwave. Roll double dice for damage. Enemy makes Constitution saving throw (DC = damage taken). On failure, enemy is Blinded for 1d4 rounds. If it’s a cantrip, duration is 1 round.
    17 Discouraging Blow. Roll double dice for damage. Enemy is shaken. For 1d4 rounds it can only take Move, Disengage and Dodge actions. If it’s a cantrip, duration is 1 round.
    18 Distorting Spell. Roll double dice for damage. For 1d4 rounds enemy is vulnerable to one energy type, determined randomly by 1d6 roll: 1-acid, 2-cold, 3-fire, 4-force, 5-lightning or 6-thunder. If it’s a cantrip, duration is 1 round.
    19 Improved Critical. Roll double dice for damage. Roll another critical effect.
    20 Power Critical. Roll triple dice for damage.

    ReplyDelete

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