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Alternate Critical Hit System

When a 20 is rolled it is an automatic hit. The damage multiplier is removed barring a


second roll. The second roll is a 1-100 roll or two 10 sided die. If this roll is equal to or
less than your critical score you have made a critical hit. Now take that roll and compare
it to the “critical hit” chart to see where you hit and what effect it had. In addition you
apply your damage modifier to your weapons damage separate from your magical
bonuses and your non-magical bonuses like strength. For instance, Rooks has a critical
score of 5. He is attacking a human bandit with his dagger+2 and rolls a 20 for his attack.
He now has the possibility of a critical hit. He rolls a 05. That is a critical hit because it is
less than or equal to his critical score! He now rolls his damage of 1d4 and uses the
multiplier of x2. His roll of a three is multiplied by two equaling six plus his magical
bonus of two making his total eight points of damage (3*2+2). This is not the end for
Rooks’s opponent though for now you take the previously rolled five and compare it to
the chart to see location of the strike and effect that strike has on you opponent.

How do you increase you critical score? The first and easiest is to simply wield a bigger
weapon. The second is to attack creatures smaller than you. The third is to be a warrior
class such as a ranger or a fighter. The forth and hardest is to actually make critical hits.
Every critical hit you make adds one to your natural critical hit score to a maximum of
100 natural points.

Weapon Size:

Tiny 0 points
Small 2 points
Medium 4 points
Large 8 points
Huge 16 points

Opponent’s size class:

One size class above you -5 to critical score


Two size classes above you -10 to critical score
Three size classes above you -20 to critical score
Four size classes above you -40 to critical score
Five size classes above you -80 to critical score
Six size classes above you Impossible to Critical Hit

One size class below you +5 to critical score


Two size classes below you +10 to critical score
Three size classes below you +20 to critical score
Four size classes below you +40 to critical score
Five size classes below you +80 to critical score
Six size classes below you
Every rolled 20 is a critical hit.

Critical score by class:

Fighter +10
Rouge +8
Ranger +8
Paladin +8
Cleric +5
Wizard +1
Sorcerer +1
Called Shot critical hits:

If a called shot is made and it becomes a critical hit default to the maximum body
location they hit without exceeding the attackers critical score on the chart. For instance
if Rooks with a critical score of 5 makes a called shot on an opponents head he get a light
effect not a moderate one. So yes Rooks hit with a critical to his opponents head but
produced no different effect than if he had done a called shot to the leg as per the chart. It
is not until you have gained sufficient skill in critical hits that a called shot will produce
specific and measurable results. For instance, Grog has a critical score of 102. He
attempts a called shot to the head and rolls a 20 for his attack roll. Then he rolls a 40 on
his critical score. 40 is less than 102 so it is a critical hit. Normally a 40 would create an
effect to the torso but now 40 slides to the minor damage head area and produces a lesser
head trauma effect. A roll of 40 slide down to 25 because it was closer to 25 than it was to
61 which was the next head effect. Had he rolled a 43 or higher it would have gone to the
moderate damage head area. If he had rolled above 85 he would have gone to the heavy
damage area for the head and knocked his opponent unconscious.
Damage Body General Effect Description
Location
Minor 1-25 Any Bleeds at a rate of 2 hit points per round for 3d4
rounds until mended with a successful heal skill
or magically healed for 2 or more hit points.
Minor 26-40 Mid-Leg Stunned for 1d4 rounds (fights defensively)
Minor 41-50 Torso-Mid Target is thrown off balance and attacks at -4 and
is weakened (-2 Strength) for 1d4 rounds
Minor 51-60 Arm-Torso Attacks at -2, can not fight defensively, disarming
get +10 on rolls. Bleeding 1d4 points of hit points
per round for 3d4 rounds until mended with a
successful heal skill or magically healed for 4 or
more hit points.
Moderate 61-70 Leg Bleeding 1d8 hit points per round for 3d4 rounds
until mended with a successful heal skill or
magically healed for 8 or more hit points. Blood
flowing over the eyes causes blindness for 1d4
rounds.
Moderate 71-80 Head-Arm Leg is disabled completely. Movement is halved.
Bleeding 1d6 hit points per round for 3d4 rounds
until mended with a successful heal skill or
magically healed for 6 or more hit points. All
dodge bonuses are negated magical or otherwise.
50% chance for be knocked down.
Moderate 81-90 Mid Stunned for 1d8 rounds (unable to attack). Once
recovered from stunning attacks at -2 and suffers
-2 to AC. Bleeding 1d4 points of damage per
round for 3d4 rounds until mended with a
successful heal skill or magically healed for 2 or
more hit points.

Moderate 91-95 Torso Target gets wind knocked out (-4 attack -4 AC) Stumbles
backward 50% chance to be knocked down. 1d6 points of
damage per round for 3d4 rounds until mended with a
successful heal skill or magically healed for 6 or more hit
points.
Moderate 96-98 Arm Loss of limb. Bleeding 3d4 points of damage per round
for 3d4 rounds until mended with a successful heal skill or
magically healed for 12 or more hit points. Attacks lost
unless other are has weapon. Attacks from off hand are -4.
Heavy 99 Throat Complete loss of defense, prone target and loss of offence.
Opponent may only run away. Bleeding 5d4 points of
damage per round for 10 rounds until magically healed for
20 or more hit points.
Heavy 100 Head Unconscious and bleeding 2d12 points of damage per
round for 12 rounds until mended with a successful heal
skill or magically healed for 20 or more hit points.

Alternate Critical Miss System

When a “1” is rolled it is an automatic miss. A second roll of two 10 sided die is required
to find a range from 1-100. If this roll is equal to or greater than your critical score you
have made a critical miss. Now take that roll and compare it to the “critical miss” chart to
see what effect it had. For instance Rooks has a critical score of 50. He is attacking a
human bandit with his dagger and rolls a 1 for his attack. He now has the possibility of a
critical miss. He rolls a 62. That is a critical miss! Take the previously rolled 62 and
compare it to the chart to see the effects that miss produced.

Severity General Effect Description


Heavy 1-25 You must make an attack roll to see if your weapon hits an ally
instead of your target with the shaft or flat of your blade. If it
does your weapon breaks in two. Missile weapons straps or
strings break.
Heavy 26-40 You must make an attack roll to see if your weapon hits an ally
instead of your target. In addition your weapon slips from your
hand and is sent skidding away from you.
Moderate 41-50 You strike your weapon on the ground severely chipping it. The
weapon now has a permanent -4 to its damage. In addition it
slips from your hand.
Moderate 51-60 You strike yourself with your own weapon. The damage
excludes strength bonuses but includes magical damage.
Moderate 61-70 You lose you balance and fall. You lose dexterity AC bonuses
and dodge bonuses magical or otherwise. In addition you need to
use you next round to get up eliciting an attack of opportunity
form you enemy.
Moderate 71-80 You make a poorly executed attack and lose your balance
opening you up to and attack from your opponent assuming it is
in melee with you.
Moderate 81-90 You are thrown off balance and fight the next round at -2 AC
Light 91-95 Your attack scrapes the floor as it goes by causing sparks to fly
off everywhere. There is a 25% chance your weapon breaks.
Light 96-98 Your swing goes wide, really wide! You lose your next action
trying to recover.
Light 99 You miss. You just miss…
Light 100 You have a 50% chance to hit your enemy ignoring the “always
miss” rule.

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