Zhorn
2018-12-16, 12:14 AM
So I've played a few games with crit tables in the past, and while I like the concept in making combat more dangerous, most tables my DMs have used have been a bit too extreme for something with a 5%+ chance on each attack, essentially turning every weapon into a vorpal sword, even when the damage was actually capping out at 4d6+mod when put up against monsters with 100+ hp remaining, meanwhile someone scrapes through 10d10 damage with 1 hp remaining and they skip away without a care in the world because it wasn't from a crit.
So instead for setting up for my upcoming game, I wanted to do something with a modified amalgamation between Lingering Injuries and Massive Damage, while rolling crits will make the effects more likely, it's mostly the large damage number that is the sole trigger.
Sources:
Lingering Injuries (Dungeon Master's Guide p272)
Massive Damage (Dungeon Master's Guide p273)
Hit Dice by Size (Monster Manual p7)
My Thoughts:
- Additional effects are triggered by ANY damage from a single source being sufficiently big (not limited to attack rolls).
- All effect should be recoverable (ie: no one-hit-kills, that is what the damage is for).
- No saving throws to avoid the effect. The attack has already hit and the damage has been dealt.
- Keep injuries simple. Effects are constant, and not causing saving throws each turn.
Here's the table I'm currently leaning towards, compiled and edited from multiple sources:
If a creature takes and survives damage that equals or exceed their damage threshold, they are subjected to a d20 roll on the massive damage table (unless they are already subject to their own specific damage mechanic like the Hydra). If the damage type and the resulting roll don't logically pair, the Dungeon master can choose to overrule the roll to a more appropriate result.
Damage Thresholds
As an expression of a creature's size, toughness and general overall physicality; a creature's damage threshold is calculated via a combination of its Armor Class, Constitution Score, and one maximized Hit Die. In the case of multi-classed characters, the Hit Die is taken from the hit Hit Die size they have a majority of.
Damage Threshold = Hit Die (Maxed) + Armor Class + Constitution Score
Variant: Critical Wounds
If you still want critical hits to trigger a roll, I've arranged the table so the the less drastic results are in the 1-10 range.
If a creature is subjected to a critical hit, but the damage is otherwise under the damage threshold for the creature, then they are subjected to a d10 roll on the massive damage table. This roll is not used if the creature is being subjected to a roll triggered by massive damage.
Massive Damage Table
Roll Effect
1-4 Lucky
The creature survived the attack with no additional effects.
5-6 Grounded
The impact of the blow has rocked the creature off its bearings. The creature becomes prone (see prone condition).
7-8 Winded
A harsh blow leaves the creature with an injury they will still be feeling later. One of the creature's available hit die becomes inactive.
9 Ugly scar
The attack has left a disfiguring wound that will not heal properly naturally. Unless the creature is subjected to magical healing, they will have an ugly scar that imposes disadvantage on Persuasion checks, and advantage on Intimidation checks while it is visible.
10 Grievous Wound
A deep wound is causing the creature to bleed profusely. At the end of each of the creature's turns until it receives healing or medical attention to treat the wound, they take damage due to blood loss equal to one hit die of the creature's size.
11-12 Lose an eye
A wound to the eye has rendered it nearly unusable. They have disadvantage on ranged attack rolls and ability checks that rely on eyesight. If they have no eyes left, then they are blinded (see blinded condition).
This condition remains until the creature is restored to their hit point maximum or finishes a long rest.
If the creature's eye was already damaged, or the massive damage was the result of a critical, then the eye is lost completely instead.
13-14 Impaired
A severe strike to the head has left a lasting mental injury. They lose 1 point from one of their mental ability scores. Roll a d6. On a 1-2 it is Intelligence, on a 3-4 it is Wisdom, on a 5-6 it is Charisma.
If the massive damage was the result of a critical, then the penalty is 2 points from the ability score.
15-16 Crippling Injury
A serious physical injury has broken something inside the creature. They lose 1 points from one of their physical ability scores. Roll a d6. On a 1-2 it is Strength, on a 3-4 it is Dexterity, on a 5-6 it is Constitution.
If the massive damage was the result of a critical, then the penalty is 2 points from the ability score.
17-18 Maimed Limb
One of the creature's limbs (Dungeon Master's choice) has been injured to the point of being nearly unusable.
If it's a leg, they cannot walk without the help of another creature, a crutch or a peg leg, and their speed is halved. If it's an arm, they cannot use two handed weapons anymore, or hold anything in both hands.
This condition remains until the creature is restored to their hit point maximum.
If the creature's limb was already maimed, or the massive damage was the result of a critical, then the limb is lost completely instead.
19 Staggered
The cumulative damage is taking a toll on the creature's ability to function. The creature gains one level of exhaustion (see exhaustion condition), up to a maximum of exhaustion level 4.
If the massive damage was the result of a critical, then the creature is immediately elevated to exhaustion level 4.
20 System Shock
The creature has gone into system shock from the massive damage. If the damage was a result of a normal hit, the creature becomes stunned for one full round (see stunned condition).
If the massive damage was the result of a critical, then the creature falls unconscious (see unconscious condition). Unless the creature is subjected to any further damage, regains any hit points, or another creature spends an action to shake or slap the sleeper awake, they will remain unconscious for at least 1 minute up to at most 8 hours (Dungeon Master's choice).
Edit: the above rulings have been adjusted in accordance with information from this thread.
Still trying to work out a good damage threshold for this though (edit: mostly settled).
- Not a fan of thresholds based on max hp, as they can be brutal for low levels and impossible to touch for high level creatures.
- Remaining hp is also too swingy
- Static values lack the effect that a creature's physicality feels like it should have, and removes some lower level creatures from ever causing the types of risks they should reasonably be able to do.
- Should be a value reasonably quick to work out when looking at a creature's stat block.
Some ideas I've been toying with:
- Con score + Size value, Tiny-Medium (10), Large (20), Huge (30), Gargantuan (40). Doesn't vary much between creatures of similar size, ignores level/CR, but scales between sizes. Have small using the same number as Medium so halfing and gnome players are treated the same as the other player races, and the same for Tiny so at least every hit to them isn't a massive damage roll.
- 2x Hit Die (maxed) + Con score. Gives a similar spread to above, but gives a noticeable difference between tankier classes like Barbarians compared to squishy Wizards
- 1x Hit Die (maxed) + Con score + AC. Further distinction between creatures orientated towards taking damage vs those who void it, also give players some control over how to raise their damage thresholds.
(edit: see posts #8 and #9 for some worked out examples for context on the current choice)
Thoughts, ideas, constructive criticisms?
So instead for setting up for my upcoming game, I wanted to do something with a modified amalgamation between Lingering Injuries and Massive Damage, while rolling crits will make the effects more likely, it's mostly the large damage number that is the sole trigger.
Sources:
Lingering Injuries (Dungeon Master's Guide p272)
Massive Damage (Dungeon Master's Guide p273)
Hit Dice by Size (Monster Manual p7)
My Thoughts:
- Additional effects are triggered by ANY damage from a single source being sufficiently big (not limited to attack rolls).
- All effect should be recoverable (ie: no one-hit-kills, that is what the damage is for).
- No saving throws to avoid the effect. The attack has already hit and the damage has been dealt.
- Keep injuries simple. Effects are constant, and not causing saving throws each turn.
Here's the table I'm currently leaning towards, compiled and edited from multiple sources:
If a creature takes and survives damage that equals or exceed their damage threshold, they are subjected to a d20 roll on the massive damage table (unless they are already subject to their own specific damage mechanic like the Hydra). If the damage type and the resulting roll don't logically pair, the Dungeon master can choose to overrule the roll to a more appropriate result.
Damage Thresholds
As an expression of a creature's size, toughness and general overall physicality; a creature's damage threshold is calculated via a combination of its Armor Class, Constitution Score, and one maximized Hit Die. In the case of multi-classed characters, the Hit Die is taken from the hit Hit Die size they have a majority of.
Damage Threshold = Hit Die (Maxed) + Armor Class + Constitution Score
Variant: Critical Wounds
If you still want critical hits to trigger a roll, I've arranged the table so the the less drastic results are in the 1-10 range.
If a creature is subjected to a critical hit, but the damage is otherwise under the damage threshold for the creature, then they are subjected to a d10 roll on the massive damage table. This roll is not used if the creature is being subjected to a roll triggered by massive damage.
Massive Damage Table
Roll Effect
1-4 Lucky
The creature survived the attack with no additional effects.
5-6 Grounded
The impact of the blow has rocked the creature off its bearings. The creature becomes prone (see prone condition).
7-8 Winded
A harsh blow leaves the creature with an injury they will still be feeling later. One of the creature's available hit die becomes inactive.
9 Ugly scar
The attack has left a disfiguring wound that will not heal properly naturally. Unless the creature is subjected to magical healing, they will have an ugly scar that imposes disadvantage on Persuasion checks, and advantage on Intimidation checks while it is visible.
10 Grievous Wound
A deep wound is causing the creature to bleed profusely. At the end of each of the creature's turns until it receives healing or medical attention to treat the wound, they take damage due to blood loss equal to one hit die of the creature's size.
11-12 Lose an eye
A wound to the eye has rendered it nearly unusable. They have disadvantage on ranged attack rolls and ability checks that rely on eyesight. If they have no eyes left, then they are blinded (see blinded condition).
This condition remains until the creature is restored to their hit point maximum or finishes a long rest.
If the creature's eye was already damaged, or the massive damage was the result of a critical, then the eye is lost completely instead.
13-14 Impaired
A severe strike to the head has left a lasting mental injury. They lose 1 point from one of their mental ability scores. Roll a d6. On a 1-2 it is Intelligence, on a 3-4 it is Wisdom, on a 5-6 it is Charisma.
If the massive damage was the result of a critical, then the penalty is 2 points from the ability score.
15-16 Crippling Injury
A serious physical injury has broken something inside the creature. They lose 1 points from one of their physical ability scores. Roll a d6. On a 1-2 it is Strength, on a 3-4 it is Dexterity, on a 5-6 it is Constitution.
If the massive damage was the result of a critical, then the penalty is 2 points from the ability score.
17-18 Maimed Limb
One of the creature's limbs (Dungeon Master's choice) has been injured to the point of being nearly unusable.
If it's a leg, they cannot walk without the help of another creature, a crutch or a peg leg, and their speed is halved. If it's an arm, they cannot use two handed weapons anymore, or hold anything in both hands.
This condition remains until the creature is restored to their hit point maximum.
If the creature's limb was already maimed, or the massive damage was the result of a critical, then the limb is lost completely instead.
19 Staggered
The cumulative damage is taking a toll on the creature's ability to function. The creature gains one level of exhaustion (see exhaustion condition), up to a maximum of exhaustion level 4.
If the massive damage was the result of a critical, then the creature is immediately elevated to exhaustion level 4.
20 System Shock
The creature has gone into system shock from the massive damage. If the damage was a result of a normal hit, the creature becomes stunned for one full round (see stunned condition).
If the massive damage was the result of a critical, then the creature falls unconscious (see unconscious condition). Unless the creature is subjected to any further damage, regains any hit points, or another creature spends an action to shake or slap the sleeper awake, they will remain unconscious for at least 1 minute up to at most 8 hours (Dungeon Master's choice).
Edit: the above rulings have been adjusted in accordance with information from this thread.
Still trying to work out a good damage threshold for this though (edit: mostly settled).
- Not a fan of thresholds based on max hp, as they can be brutal for low levels and impossible to touch for high level creatures.
- Remaining hp is also too swingy
- Static values lack the effect that a creature's physicality feels like it should have, and removes some lower level creatures from ever causing the types of risks they should reasonably be able to do.
- Should be a value reasonably quick to work out when looking at a creature's stat block.
Some ideas I've been toying with:
- Con score + Size value, Tiny-Medium (10), Large (20), Huge (30), Gargantuan (40). Doesn't vary much between creatures of similar size, ignores level/CR, but scales between sizes. Have small using the same number as Medium so halfing and gnome players are treated the same as the other player races, and the same for Tiny so at least every hit to them isn't a massive damage roll.
- 2x Hit Die (maxed) + Con score. Gives a similar spread to above, but gives a noticeable difference between tankier classes like Barbarians compared to squishy Wizards
- 1x Hit Die (maxed) + Con score + AC. Further distinction between creatures orientated towards taking damage vs those who void it, also give players some control over how to raise their damage thresholds.
(edit: see posts #8 and #9 for some worked out examples for context on the current choice)
Thoughts, ideas, constructive criticisms?