Huh?
"Crits" are Critical Hits. Crits are what happens when a Player rolls a natural 20 on a 20 sided dice. This is as opposed to rolling a 20 that includes added bonuses for strength or such."Craps", well, that's what happens when you roll a natural 1 on the d20. You essentially just shot craps.
I like to do things randomly. It's a lot of fun making things up as you go along. Rolling dice helps create that random-ness.
It's not every time you roll a d20 that a 20 or a 1 shows up. That's a special event. Why not allow some extra fun for such a thing coming up?
Below are tables for when Crits and Craps are rolled on the "To Hit" roll.
Crits
Rolled on 1d6- Dis-arm/stun opponent
- Knock out opponent
- Inflict double damage to opponent
- Inflict triple damage to opponent
- Severe limb of opponent
- Kill opponent up to same level as PC, lethally wound opponent up to 2 levels above PC (takes them down to 1d4 HP)
Craps
Rolled on 1d6- Weapon stuck / snared / dropped. Requires 1d3 round to retrieve or let it go.
- Weapon must make a save vs. crushing blow or it is broken.
- Hit Ally - roll damage and deal that amount to a random ally within 10 feet; if there are no allies in that distance, ignore this result.
- Minor damage to self -twisted joint, pulled muscle, charlie horse, etc... lose 1 round. 1d4 damage
- Full damage to self - roll full damage per weapon type
- Lethal hit to self, drop to 0 HP, bleeding out 1 HP/round until healed, bandaged or until -10/Dead.
No comments:
Post a Comment