When I was creating my own system I had great plans for
Critical Hits, including many hit locations, and effects for each of them. Get hit in the head? You may end up with a concussion. Stabbed in the heart? You’re dead. I may one day go back to it, but I wanted something a bit simpler
for this game, while not keeping the vanilla extra damage.
So I can up with the idea that a Critical Hit does damage to
a physical attribute. Instead of a
Longsword doing x2 damage on the roll of a 19-20, it would instead do 1 point
of damage to Strength, Dexterity or Constitution. The higher the multiplier of the weapon, the more ability damage
it would do, so a Longbow would do 2 points of ability damage, a Scythe 3
points.
A slight variation on this that I’ve been toying with is
that each damage type affects a different ability. Bludgeoning would do Strength damage, Slashing would do Dexterity
damage, and Piercing would do Constituion damage. My reasoning for these pair ups was rather arbitrary, which is
why I havn’t just adopted it.
Bludgeoning damages the muscles, making it harder for them to work with
the same force they normally can.
Slashing parts the ligaments needed for coordination. Piercing goes deep into the body and hits major
organs.
Bandits wielding bows, or warrior wielding axes of any kind
can be the doom of a party, as a few Crits and you’re gone. I think this system
will keep critical hits dangerous, without the threat of killing you outright,
especially at low levels.
Thoughts?
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