1) The document classifies critical hits from weapons according to damage type, including blunt weapons, cutting weapons, and piercing weapons.
2) For blunt weapons, critical hits can result in head trauma, broken bones, internal damage, or broken ribs. Hard armor provides some protection.
3) Critical hits from cutting weapons are determined similarly, but can also cause serious bleeding.
4) Piercing weapons present risks of eye gouging, fatal blows, or pierced organs leading to slow death. Hard armor again provides some protection.
Original Description:
d6 tables for critical hits (in OSR-type games, for example) classified according to three weapon damage types.
Original Title
Critical Hits Classified According to Weapon Damage Type
1) The document classifies critical hits from weapons according to damage type, including blunt weapons, cutting weapons, and piercing weapons.
2) For blunt weapons, critical hits can result in head trauma, broken bones, internal damage, or broken ribs. Hard armor provides some protection.
3) Critical hits from cutting weapons are determined similarly, but can also cause serious bleeding.
4) Piercing weapons present risks of eye gouging, fatal blows, or pierced organs leading to slow death. Hard armor again provides some protection.
1) The document classifies critical hits from weapons according to damage type, including blunt weapons, cutting weapons, and piercing weapons.
2) For blunt weapons, critical hits can result in head trauma, broken bones, internal damage, or broken ribs. Hard armor provides some protection.
3) Critical hits from cutting weapons are determined similarly, but can also cause serious bleeding.
4) Piercing weapons present risks of eye gouging, fatal blows, or pierced organs leading to slow death. Hard armor again provides some protection.
like be ingre adt o f ro m dict io narie s.blo gspo t .co m http://likebeingreadto fro mdictio naries.blo gspo t.
co m/2013/09/critical-hits-classified-acco rding-to .html?pfstyle=wp
CRITICAL HITS, CLASSIFIED ACCORDING TO WEAPON DAMAGE TYPE
CRIT ICAL HIT S, CLASSIFIED ACCORDING T O WEAPON DAMAGE T YPE BLUNT WEAPONS (From the Equipment list: mace, morgenstern, f lail; see also axes below) 1-Head trauma: save vs. Death Ray or be knocked unconscious; f urthermore 1 in 8 such blows will destroy an eardrum and 1 in 8 of those that f ail to do so will destroy an eye; 1 in 20 of those will destroy both eyes. T hose wearing a helm and coif are protected f rom these ef f ects 3 times in 6; the helm will be destroyed 1 time in 6 af ter preventing such a blow. 2-Bone break, sword arm. 3-Bone break, shield arm. 1 in 4 blows destroy the shield instead. 4-Gut check: subject is winded, save vs. Death Ray or lose one round in retching. 5-Bone break: hambone or shank, 50% f or either. 6-Broken rib: 1 in 6 of such blows will puncture a lung, causing death in 1 to 6 rounds. T hose wearing hard armor (AC 3 or better) will be protected f rom any of the above ef f ects 1 time in 6; however, those af f ected by a critical hit f rom a blunt while in hard armor will have their armor staved in at the point of the blow and will have their f ighting capability reduced by one Hit Die. CUT T ING WEAPONS (f rom the Equipment list: hand axe, sword; battle axes and halberds use this table or the one above, 50% chance f or either, 1% roll on both tables) Roll on the Blunt Weapons table. AC 5 or better prevents these ef f ects 3 times in 6. Blows which succeed in dealing a critical injury will cause serious bleeding 2 times in 6; such bleeds to the ham (result 5) will cause death in 2 to 4 rounds. PIERCING WEAPONS (arrows, quarrels, spear, double-edge swords, pike, dagger) 1-As Blunt Weapons, but 1 in 4 will gouge out an eye, 1 in 6 will be f atal. 2-3-As Blunt Weapons, though there will be no bone break so healing may be f aster. 4-Pierced bowel: slow, hideous death. 5-As in 2-3, though the possibility of death f rom bleeding exists as in Cutting Weapons. 6-Pierced lung: death in 1-6 rounds, with f ighting capability reduced. 1 in 8 such blows will pierce the heart. Hard Armor (AC 3 or better) will prevent such ef f ects f rom piercing weapons 3 times in 6, though only 1 time in 6 if the ef f ect is f rom a projectile f ired f rom a bow or crossbow at close range.