Zhorn
2019-07-04, 09:38 AM
Making a new critical hit table to swap out my previous one
So for the past 6 months I've been playing with a modified critical hit/massive damage table (previously shared in homebrew)
http://www.giantitp.com/forums/showthread.php?576343-Lingering-Injuries-Massive-Damage-in-place-of-Crit-Tables
and I'm looking at dropping the damage threshold idea I've been running with. Mostly since it's only been favouring the rogue and no one else in the group is getting any meaningful rolls on it.
Plus having played with it for a long enough time, I'm seeing the the damage threshold as one of those ideas that works best automated (it's a video game idea, not a table top one).
New direction I'm look at is on a crit, there's just going to be a d100 roll.
Looking for suggestions on things people like to see on their crit tables (if they have them), or would like to see.
There is no fumble table
This will be the same table for both players and enemies
My basic design philosophy is "no additional saving throws". The crit has happened, here's the effect. Simplicity.
No instant kill mechanics. At most I'm thinking a roll of 100 will be a "knock unconscious if above ~50 damage. Stunned for a round otherwise".
edit:
Current Table
d100
Effect
1 - 20
Lucky
Other than the critical damage, the creature takes no additional effect
21 - 30
Off guard
Until the start of the creature's next time, they are surprised.
31 - 40
Winded
One of the creature's available hit die becomes inactive.
41 - 45
Grounded
The creature is knocked prone
46 - 50
Exposed
The attack has left an opening in the creature's defenses, leaving them open to opportunity attacks from all enemies within melee range.
51 - 55
Falter
The creature is stunned (see Stunned condition) until the start of its next turn.
56 - 60
Staggering Wound
The cumulative damage is taking a toll on the creature's ability to function. The creature gains one level of exhaustion (see Exhaustion condition). If the attack dealt 30 points of damage or more, then the creature is elevated by two levels of exhaustion instead.
61 - 65
Scarring Wound
The attack has left a disfiguring wound that will not heal properly naturally. The creature's maximum hit points are reduced by the amount of damage taken.
66 - 70
Left Eye Wound
A wound to the left 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 left eye was already damaged, or the attack dealt 30 points of damage or more, then the eye is lost completely instead.
71 - 75
Right Eye Wound
A wound to the right 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 right eye was already damaged, or the attack dealt 30 points of damage or more, then the eye is lost completely instead.
76 - 77
Pulled Muscle
A physical injury has broken something inside the creature. They suffer a -1 penalty to their Strength score.
78 - 79
Nerve Damage
A physical injury has broken something inside the creature. They suffer a -1 penalty to their Dexterity score.
80 - 81
Weakened
A physical injury has broken something inside the creature. They suffer a -1 penalty to their Constitution score.
82 - 83
Minor Concussion
A strike to the head has left a lasting mental injury. They suffer a -1 penalty to their Intelligence score.
84 - 85
Minor Aneurysm
A strike to the head has left a lasting mental injury. They suffer a -1 penalty to their Wisdom score.
86 - 87
Disturbed
The memory of the injury as left a mental impairment. They suffer a -1 penalty to their Charisma score.
88 - 88
Torn Muscle
A serious physical injury has broken something inside the creature. They suffer a -2 penalty to their Strength score.
89
Deadened Nerve
A serious physical injury has broken something inside the creature. They suffer a -2 penalty to their Dexterity score.
90
Debilitated
A serious physical injury has broken something inside the creature. They suffer a -2 penalty to their Constitution score.
91
Major Concussion
A severe strike to the head has left a lasting mental injury. They suffer a -2 penalty to their Intelligence score.
92
Major Aneurysm
A severe strike to the head has left a lasting mental injury. They suffer a -2 penalty to their Wisdom score.
93
Traumatized
The memory of the injury as left a severe mental impairment. They suffer a -2 penalty to their Charisma score.
94
Ruptured Eardrum
A severe strike to the head has left lasting damage to the creature's ability to hear, leaving them Deafened. This effect persists until the creature is restored to their hit point maximum or finishes a long rest.
If the creature's hearing was already impaired, or the attack dealt 30 points of damage or more, then their hearing is lost completely instead.
95
Maimed Limb (Left Arm)
The creature's left arm has been injured to the point of being mostly unusable. The arm cannot be used to make attacks, support weight or hold anything, including holding anything in both hands.
This condition remains until the creature is restored to their normal hit point maximum or finishes a long rest.
If the creature's limb was already maimed, or the attack dealt 30 points of damage or more, then the limb is lost completely instead.
96
Maimed Limb (Right Arm)
The creature's right arm has been injured to the point of being mostly unusable. The arm cannot be used to make attacks, support weight or hold anything, including holding anything in both hands.
This condition remains until the creature is restored to their normal hit point maximum or finishes a long rest.
If the creature's limb was already maimed, or the attack dealt 30 points of damage or more, then the limb is lost completely instead.
97
Maimed Limb (Left Leg)
The creature's left leg has been injured to the point of being mostly unusable. The leg cannot be used to make attacks or support weight. If the creature was bipedal, they cannot walk without the help of another creature, a crutch or a peg leg, and their speed is halved.
This condition remains until the creature is restored to their normal hit point maximum or finishes a long rest.
If the creature's limb was already maimed, or the attack dealt 30 points of damage or more, then the limb is lost completely instead.
98
Maimed Limb (Right Leg)
The creature's left leg has been injured to the point of being mostly unusable. The leg cannot be used to make attacks or support weight. If the creature was bipedal, they cannot walk without the help of another creature, a crutch or a peg leg, and their speed is halved.
This condition remains until the creature is restored to their normal hit point maximum or finishes a long rest.
If the creature's limb was already maimed, or the attack dealt 30 points of damage or more, then the limb is lost completely instead.
99
System Shock
The creature has gone into system shock from the massive damage.
The creature becomes Stunned for one full round (see Stunned condition). If the attack dealt 50 points of damage or more, 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 1d8 hours.
100
Perfect Strike
All dice rolled for the attack are treated as being their maximum value, and an additional roll is made on this table (ignoring this outcome on the subsequent roll).
So for the past 6 months I've been playing with a modified critical hit/massive damage table (previously shared in homebrew)
http://www.giantitp.com/forums/showthread.php?576343-Lingering-Injuries-Massive-Damage-in-place-of-Crit-Tables
and I'm looking at dropping the damage threshold idea I've been running with. Mostly since it's only been favouring the rogue and no one else in the group is getting any meaningful rolls on it.
Plus having played with it for a long enough time, I'm seeing the the damage threshold as one of those ideas that works best automated (it's a video game idea, not a table top one).
New direction I'm look at is on a crit, there's just going to be a d100 roll.
Looking for suggestions on things people like to see on their crit tables (if they have them), or would like to see.
There is no fumble table
This will be the same table for both players and enemies
My basic design philosophy is "no additional saving throws". The crit has happened, here's the effect. Simplicity.
No instant kill mechanics. At most I'm thinking a roll of 100 will be a "knock unconscious if above ~50 damage. Stunned for a round otherwise".
edit:
Current Table
d100
Effect
1 - 20
Lucky
Other than the critical damage, the creature takes no additional effect
21 - 30
Off guard
Until the start of the creature's next time, they are surprised.
31 - 40
Winded
One of the creature's available hit die becomes inactive.
41 - 45
Grounded
The creature is knocked prone
46 - 50
Exposed
The attack has left an opening in the creature's defenses, leaving them open to opportunity attacks from all enemies within melee range.
51 - 55
Falter
The creature is stunned (see Stunned condition) until the start of its next turn.
56 - 60
Staggering Wound
The cumulative damage is taking a toll on the creature's ability to function. The creature gains one level of exhaustion (see Exhaustion condition). If the attack dealt 30 points of damage or more, then the creature is elevated by two levels of exhaustion instead.
61 - 65
Scarring Wound
The attack has left a disfiguring wound that will not heal properly naturally. The creature's maximum hit points are reduced by the amount of damage taken.
66 - 70
Left Eye Wound
A wound to the left 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 left eye was already damaged, or the attack dealt 30 points of damage or more, then the eye is lost completely instead.
71 - 75
Right Eye Wound
A wound to the right 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 right eye was already damaged, or the attack dealt 30 points of damage or more, then the eye is lost completely instead.
76 - 77
Pulled Muscle
A physical injury has broken something inside the creature. They suffer a -1 penalty to their Strength score.
78 - 79
Nerve Damage
A physical injury has broken something inside the creature. They suffer a -1 penalty to their Dexterity score.
80 - 81
Weakened
A physical injury has broken something inside the creature. They suffer a -1 penalty to their Constitution score.
82 - 83
Minor Concussion
A strike to the head has left a lasting mental injury. They suffer a -1 penalty to their Intelligence score.
84 - 85
Minor Aneurysm
A strike to the head has left a lasting mental injury. They suffer a -1 penalty to their Wisdom score.
86 - 87
Disturbed
The memory of the injury as left a mental impairment. They suffer a -1 penalty to their Charisma score.
88 - 88
Torn Muscle
A serious physical injury has broken something inside the creature. They suffer a -2 penalty to their Strength score.
89
Deadened Nerve
A serious physical injury has broken something inside the creature. They suffer a -2 penalty to their Dexterity score.
90
Debilitated
A serious physical injury has broken something inside the creature. They suffer a -2 penalty to their Constitution score.
91
Major Concussion
A severe strike to the head has left a lasting mental injury. They suffer a -2 penalty to their Intelligence score.
92
Major Aneurysm
A severe strike to the head has left a lasting mental injury. They suffer a -2 penalty to their Wisdom score.
93
Traumatized
The memory of the injury as left a severe mental impairment. They suffer a -2 penalty to their Charisma score.
94
Ruptured Eardrum
A severe strike to the head has left lasting damage to the creature's ability to hear, leaving them Deafened. This effect persists until the creature is restored to their hit point maximum or finishes a long rest.
If the creature's hearing was already impaired, or the attack dealt 30 points of damage or more, then their hearing is lost completely instead.
95
Maimed Limb (Left Arm)
The creature's left arm has been injured to the point of being mostly unusable. The arm cannot be used to make attacks, support weight or hold anything, including holding anything in both hands.
This condition remains until the creature is restored to their normal hit point maximum or finishes a long rest.
If the creature's limb was already maimed, or the attack dealt 30 points of damage or more, then the limb is lost completely instead.
96
Maimed Limb (Right Arm)
The creature's right arm has been injured to the point of being mostly unusable. The arm cannot be used to make attacks, support weight or hold anything, including holding anything in both hands.
This condition remains until the creature is restored to their normal hit point maximum or finishes a long rest.
If the creature's limb was already maimed, or the attack dealt 30 points of damage or more, then the limb is lost completely instead.
97
Maimed Limb (Left Leg)
The creature's left leg has been injured to the point of being mostly unusable. The leg cannot be used to make attacks or support weight. If the creature was bipedal, they cannot walk without the help of another creature, a crutch or a peg leg, and their speed is halved.
This condition remains until the creature is restored to their normal hit point maximum or finishes a long rest.
If the creature's limb was already maimed, or the attack dealt 30 points of damage or more, then the limb is lost completely instead.
98
Maimed Limb (Right Leg)
The creature's left leg has been injured to the point of being mostly unusable. The leg cannot be used to make attacks or support weight. If the creature was bipedal, they cannot walk without the help of another creature, a crutch or a peg leg, and their speed is halved.
This condition remains until the creature is restored to their normal hit point maximum or finishes a long rest.
If the creature's limb was already maimed, or the attack dealt 30 points of damage or more, then the limb is lost completely instead.
99
System Shock
The creature has gone into system shock from the massive damage.
The creature becomes Stunned for one full round (see Stunned condition). If the attack dealt 50 points of damage or more, 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 1d8 hours.
100
Perfect Strike
All dice rolled for the attack are treated as being their maximum value, and an additional roll is made on this table (ignoring this outcome on the subsequent roll).