I've been kind of dissatisfied by them for a while, so I bit the bullet and collapsed them into d20 tables. No more crit confirm, just straight up roll on the table.
Fighters still add their level to their rolls on the crit and fumble tables.
PDF available here!
Rather than a chance of instant kill, rolling a 20 now doubles the results of a reroll which is pretty much the same thing, especially if you roll a bunch.
Fumbles have been good too, I'm still running BTAM and last game the Defiler's dog creature ate its master by accident and sucked her into the sub-reality in its stomach.
If you're not using notches, read any result where a weapon is notched as "weapon destroyed", and any result where armour sustains notches as "-1d4 AC until end of combat or armour is removed".
I know gifs are tumblr level but this represents my current feelings perfectly |
Here's the tables in non-pdf form -
1d20
|
Critical Hit
|
Effects
|
1
|
Choked!
|
Regular
hit, roll damage as normal.
|
2
|
Knockback
|
Deal
maximum damage, plus the target is blasted back and prone.
|
3
|
Leg
Crippler
|
Deal
maximum damage, plus cripple the target’s legs halving their movement speed.
|
4
|
Arm
Smasher
|
Deal
maximum damage, plus cripple one of the target’s arms. They cannot use that
arm and drop everything they’re holding.
|
5
|
Huge
Hit
|
Deal
maximum damage, plus roll damage as normal and add to total.
|
6
|
Swashbuckler
|
Deal
maximum damage, plus kick the target in whichever direction you want.
|
7
|
Demoraliser
|
Deal
maximum damage, plus all enemy combatants immediately check morale.
|
8
|
Gutshot
|
Deal
maximum damage, plus wind the target giving them -1d4 on all actions for the
next 1d4 rounds.
|
9
|
Blinding
Blow
|
Deal
maximum damage, plus target is blinded for 1d4 rounds.
|
10
|
Concussifier
|
Deal
maximum damage, plus the target staggers around and cannot act for 1d4
rounds.
|
11
|
Advantage
|
Deal
maximum damage, plus all attacks made on the target next round are at +1d4 to
hit and damage.
|
12
|
Disarm
|
Deal
maximum damage, plus you either take the target’s weapon or throw it out of
reach.
|
13
|
Cleave
|
Deal
maximum damage, plus immediately make an attack against another target.
|
14
|
Force
Fumble
|
Deal
maximum damage, plus the target immediately rolls on the Fumble table.
|
15
|
Sunderer
|
Deal
maximum damage, plus the target’s weapon is immediately broken.
|
16
|
Armour
Buster
|
Deal
maximum damage, plus the target’s armour takes 1d4 Notches.
|
17
|
The
Devastator
|
Deal
maximum damage, plus the target is stunned, prone and -1d4 to AC
|
18
|
Headshot
|
Deal
double the maximum damage, plus reroll damage and add to total.
|
19
|
C-C-C-Combo!
|
Deal
maximum damage, reroll damage and add to total, then keep rolling attacks
against the target until you miss.
|
20
|
OVERCRIT
|
Reroll
on this table and double damage
dealt and negative effects. Rerolling this result doubles it again, and
again, and again...
|
1d20
|
Fumble
|
Effects
|
1
|
Critical
Fumble
|
You
really fucked up this time! Roll twice on this table, rolling this result
again stacks.
|
2
|
Crit
yourself
|
Oh
buddy, that’s going to sting. Fighter crit bonuses do not apply.
|
3
|
Hit
ally
|
You
hit your closest ally, if nobody is in range you hit yourself instead.
|
4
|
Hit
yourself
|
You
somehow manage to hurt yourself with your own weapon, roll to damage.
|
5
|
Weapon
shatters
|
Your
weapon practically explodes, dealing 1d8 damage to you and anyone nearby.
Save vs Breath for half.
|
6
|
Wide
open
|
A
nearby enemy immediately make an attack against you.
|
7
|
Notched
weapon
|
The
weapon(s) you attacked with gain 1d4 Notches
|
8
|
Broken
pouch
|
One
of your pouches splits open spilling the contents everywhere. If you have no
pouches you Notch your armour instead.
|
9
|
Notched
armour
|
Your
armour gains a single Notch.
|
10
|
Full
stumble
|
You
fall against somebody else sending both sprawling. If nobody is nearby you
fall over instead.
|
11
|
Faceplant
|
You
slip on something and fall prone
|
12
|
Twisted
ankle
|
You
twist your ankle real good, causing you to limp for the next 1d4 rounds.
|
13
|
Stun
yourself
|
You
give yourself a good crack on the head and miss your next round.
|
14
|
Poor
aim
|
It
was dark, ok? Roll to hit a random combatant nearby, if nobody is in range
you throw your weapon instead.
|
15
|
Off
balance
|
You
stumble and put yourself at a disadvantage, any attacks against you next
round are at +1d4 to hit.
|
16
|
Caught
on gear
|
You
get wrapped up in straps and stuff and can’t do much, pass a Dex check to
untangle yourself.
|
17
|
Throw
weapon
|
Your
weapon slips from your grip and goes flying, roll to hit a random combatant.
|
18
|
Drop
weapon
|
You
fumble your weapon and it falls an inconvenient distance away.
|
19
|
Weapons
tangled
|
You
and your opponent get your weapons tangled. Begin wrestling checks, if nobody
is in range you just drop your weapon.
|
20
|
Recover!
|
You
were just throwing them off guard! Reroll to hit.
|
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