Monday, December 14, 2015

Critical Hits The First

I don't remember if FH&W uses confirmation rolls on crits. I don't really care because I've never used that rule in any system that I've run because I find it annoying. It takes all the joy out of rolling a natural 20. So you roll a 20 you've scored a critical. Huzzah.

Okay. So. Now that that's settled, lets get on to what I want to do. I've been using a modified version from Charles Taylor over at Spells and Steel in my current campaign. It seems to be working so I'll cover that first.

When you get a critical hit, you get two choices:

  1. Choose to enter (getting into disarm or grapple)
  2. Choose to just deal damage and hammer at your opponent.
You make your choice and roll a d6.


1-2: Disarm - You knock your opponents weapon away from them and toss/kick it 5 + STR mod feet away.

3-4: Lock - Your opponent chooses one option:
  1. Take 1d6 damage (bypasses armor), drops weapon, but remain standing.
  2. Move with the lock, get forced to the ground. They'll still have their weapon, but will be pinned to the ground by the lock.
5-6: Throw - 1d4 damage (penetrating 1), opponent will be lying on the ground.


If you are holding a second weapon or a shield, you can choose to make a second attack using that weapon, OR roll 1d6:

1-2: Bypass Armor - Roll normal damage, but it is not reduced by armor. If the target has no armor, treat as Mighty Blow.

3-4: Mighty Blow - Double the damage from the weapon, then add the modifiers normally. This is reduced by armor as normal.

5-6: Break - Roll normal damage, but you damage the armor of your opponent and permanently reduce the targets armor rating by 1 (until it gets repaired). If this reduces the targets armor to zero, then the armor is destroyed beyond repair and, until he takes the time to remove it, encumbers the wearer and he suffers a -2 penalty to all d20 rolls based on physical actions. If the target has no armor, deal 1 additional damage straight to Wound HP.

Edge Cases:
  • If you're carrying weapon or object in your off hand: choose to drop it or strike with it. 
  • If the object is a handle based shield, you can drop it or strike with it, if it's a strap based shield, you can only choose to strike. Shields do 1d6 bludgeoning damage.


This has been working pretty well. It's taken a little bit to gt used to simply because it's new, but it's easy enough to remember while running without needing to look anything up, but still adds some variety to the aspect of the critical. 

I'm just not sure it's the way I want to go. It does require an extra "thing" for combat. I'm not sure if that's a good thing or a bad thing.

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