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The Seven Secrets

Justin Mason Seven Secrets Dungeon Crawlers

D&D (3.5)

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I have developed a new critical hit system based around a special dice I purchased.

The dice is a d12 with critical hit locations printed on each side. This custom critical hit system is explained below:

When an attack roll that falls within an attacker’s critical range, the specialized d12 will be rolled to determine critical location.

Then a d100 will be rolled to determine the severity of the critical (1-50=Standard Critical, 51-75=Stunning Critical, 76-95=Debilitating Critical, 96-100=Fatal Critical)

Possible Rolls on the specialized d12, and Maximum Critical Severity and Effect:

Left Hand: Stunning Critical, Always drops item in left hand

Left Arm: Debilitating Critical, Always drops item in left hand

Right Hand: Stunning Critical, Always drops item in right hand

Right Arm: Debilitating Critical, Always drops item in right hand

Left Foot: Stunning Critical, 50% chance of forcing prone

Left Leg: Debilitating Critical, Always forces prone

Right Foot: Stunning Critical, 50% chance of forcing prone

Right Leg: Debilitating Critical, Always forces prone

Stomach: Fatal Critical

Chest: Fatal Critical

Head: Fatal Critical (Double any applied stun)

Full Body: Instant Death (Body is completely cleaved crushed, or heart is pierced)

Effects of Critical Severity Types:

Standard Critical: No stun, typical critical damage factor

Stunning Critical: Stunned for (Critical Damage Multiplier) rounds

Debilitating Critical: Stunned for remainder of battle Fatal Critical: This critical causes death

Amendment: Fatal Critical using this system can only occur on creatures of (1) one size group larger or any size group smaller than the character causing the critical.

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