Advanced Critical Hit/Fumble Charts

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GoldenArbiter
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Advanced Critical Hit/Fumble Charts

Post by GoldenArbiter » Sat Sep 21, 2013 3:54 pm

So, since I've noticed that there is an extreme lack of this, I've decided to take it upon myself to build a critical hit chart not unlike the ones found in most D&D games. These could be anything from decapitating an enemy, to paralyzing a limb.

The reason I think this is neccissary, is because right now, critical hits are just damage increases. They do nothing for gameplay, except maybe more damage. Same thing with the fumble chart. All that happens when you roll a critical failure currently, is your gun jams, or something of the such. Maybe instead of that, you should shoot your closest friend, and have the recoil send your gun flying in a random direction?


Anyway, I'm gonna be working on this for a while, so it'll be a work in progress, but here's the link: https://docs.google.com/spreadsheet/ccc ... JbVE#gid=0.
It'll be a work in progress for a while, but I should have at least one section done by the end of the day.

Cheers!
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Viewing_Glass
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Re: Advanced Critical Hit/Fumble Charts

Post by Viewing_Glass » Sat Sep 21, 2013 4:15 pm

So... while this is a good idea, I have to say that this shouldn't become a thing. Why? Because it is really easy for an enemy to ambush a PC, not the other way around. When you consider that attacking from a stealth is an automatic +20% to critical hit chance, well... most combats only last 1-2 rounds. I've only seen one that goes longer than 5 (and I am in 5 different games). Causing a PC to become stunned for an entire combat (especially when stunned isn't a statted effect) could very well mean the death of that character.

Also, which system are you specifying this for? Mad Modd's set? Or the general Revised Set?

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Re: Advanced Critical Hit/Fumble Charts

Post by GoldenArbiter » Sat Sep 21, 2013 4:22 pm

Viewing_Glass wrote:So... while this is a good idea, I have to say that this shouldn't become a thing. Why? Because it is really easy for an enemy to ambush a PC, not the other way around. When you consider that attacking from a stealth is an automatic +20% to critical hit chance, well... most combats only last 1-2 rounds. I've only seen one that goes longer than 5 (and I am in 5 different games). Causing a PC to become stunned for an entire combat (especially when stunned isn't a statted effect) could very well mean the death of that character.

Also, which system are you specifying this for? Mad Modd's set? Or the general Revised Set?
Eh, I'd say just a general add-on. Besides, it's always up for modification. I also thought that stunning was a thing...
Anyway, I'm also not saying you need to use it. It would just make combat far more dangerous for either side. I'm perfectly willing to take suggestions, if'n you think some things are unfair.

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Viewing_Glass
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Re: Advanced Critical Hit/Fumble Charts

Post by Viewing_Glass » Sat Sep 21, 2013 5:50 pm

Well, starting from the top:

Removing an ear: Yeah, if this removed the ear drum, I could understand it being a permanent -1 to PER. However, removing an ear should only apply a -1 PER penalty to hearing-based PER checks.
Jaw is Damaged: Woah. So, an EP would take a -15 to all checks and then there is a -1 CHA on top of that? What, did they become Two-Face or something? :rainbowhuh:
Right between the eyes: Ok, the system is already crazy-lethal. An option that can insta-kill a character on a crit might be a bit over the top. What if, instead, they were blinded for a round?
Glancing Blow: Well, this one isn't too bad, though an option that removes a character's ability to do anything sucks for anyone who this happens to. Maybe a -30 to all actions?
Skull Hit: Ok, this isn't so bad. At what rate does the INT recover?
Hit in Eye: I would have the character perform a LCK check. On a fail, they are stunned, on a crit fail, they lose the eye and suffer a -1 PER.

Punctured Thigh: This one is alright. I would remove the movement speed penalty. That is almost like they crippled the leg on a crit...which most crits are going to do anyway.
Shattered Knee: I would remove the trip option and penalty to agility. The penalty on rolls using that leg seems appropriate though.
Shoulder Wound: I would remove the penalty to strength and move speed. Maybe lower the STR by 1 for the purposes of using weapons for that limb?

Punctured Lung: Change it to a -1 to END checks till magically healed.
Internal Organs Hit: Does this apply before or after multiplication of the crit damage?
Punctured Heart: See my note regarding Right between the eyes. What if it just added an extra 5 AP cost to every action taken?

Feather's Ripped out of Place: This is what happens when a wing is crippled normally.
Torn Muscle Group: The -1 AGI makes sense and actually fits with what happened to Calamity (He needed a an augmenting Cybernetic to regain his full flight). Instead of preventing flight, however, I would say it lowers your flight rank by 1, to a minimum of 0.

Horn Fractured: Ok, this is a bit harsh (Especially since it forces a unicorn to find an augment, which doesn't really exist in the game). Maybe a -30 to all checks required for casting spells? I wouldn't do the target switch, either.
Horn Removal: Well, since the only way to regrow a horn is another unicorn with Bone Mending (Its how Velvet Remedy regrows Silver Bell's horn in the story), this pretty much nullifies a unicorn and is extremely unfun for a player.

Final verdict: I might go so far as to remove the horn and tail critical hit items from the game.

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Re: Advanced Critical Hit/Fumble Charts

Post by GoldenArbiter » Sat Sep 21, 2013 5:58 pm

Yup, I definitely need to edit out the 'stun' seeing as how that isn't a thing...

As for the rest, I'll do some balance checking. You're suggestions have been taken into consideration.
If'n you have any suggestions for any other things, like energy weapons, explosives, melee, or the fumble table, let me know.

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TyrannisUmbra
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Re: Advanced Critical Hit/Fumble Charts

Post by TyrannisUmbra » Sat Sep 21, 2013 6:08 pm

Something to note:

Any harm that comes to a character should never be permanent, unless it is expressly agreed upon by both the player and the GM, except for normal character death hazards.

This means: No permanent stat loss. No missing limbs. No horribly disfiguring injuries. No "instant death".

What should take their place: Temporary stat loss. Unique minor injuries (eg Heavy bleeding), temporary debilitations

Overall, any system that aims to mostly hurt the player is going to see severe opposition. The PNP is primarily a fun game, and anything that punishes a player severely for something they can't control is bad design.

Also: Stun is a type of damage in this system. Stun damage is KO damage or nonlethal damage. Hitting 0 HP from stun damage knocks a character unconscious.
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Re: Advanced Critical Hit/Fumble Charts

Post by GoldenArbiter » Sat Sep 21, 2013 6:14 pm

@TyrannisUmbra

I do see your point, however, there are some people who prefer a harsher system where dead is dead. I personally feel that if you get shot in the head, you should pretty much fall over dead. I could always make separate charts though, one for a more forgiving system.

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Re: Advanced Critical Hit/Fumble Charts

Post by SilverlightPony » Sat Sep 21, 2013 9:41 pm

I don't think anyone's arguing 'dead is dead', but going from full health to deader than dead from one lucky (or unlucky) die roll is pretty much the polar opposite of fun.

It's the job of the GM to take the hard numbers of stats, HP, armor, etc, and the results of the die rolls, and fill them out into an interesting and enjoyable narrative. I can see working up some guidelines or suggestions, but this sort of thing should never, ever be a strict rule.
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TyrannisUmbra
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Re: Advanced Critical Hit/Fumble Charts

Post by TyrannisUmbra » Sat Sep 21, 2013 10:44 pm

GoldenArbiter wrote:there are some people who prefer a harsher system where dead is dead.
And I'm one of those people. I've done "death at the whim of the dice" before (Literally -- my unicorn came down from a Buck high in cardiac arrest, and had to make a 50% chance roll to stay alive), and while it's exhilarating, it's not good, fun game mechanics. And the only reason I found it fun at the time was because I was purposely skirting death with her because that's who she is!

The bottom line is, something like most of these should be special terms the player asks of the GM because they want to play them. One of the ponies in G13 had their eye gouged out because their player asked for a permanent, disfiguring injury as a result of a unique quest encounter. The key phrase being "their player asked for".

And in no means am I saying that the system needs to be all sunshine and fluffy clouds with no hurting or death ever. This PNP system is one of the more deadly systems I've encountered! I've seen no less than three characters die suddenly within a single turn from pure damage alone. Four if you count a death that was redacted because even the GM agreed that it was bull (Two attacks, over 300 damage total).
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GoldenArbiter
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Re: Advanced Critical Hit/Fumble Charts

Post by GoldenArbiter » Sun Sep 22, 2013 12:16 pm

I never said it was a ruleset that had to implemented. It is in fact, optional.
@TyrannisUmbra: The harshest game I've ever played was Milleniums End. It has the most realistic combat (coming from someone in the Army) that a PNP TTRPG can have. If you get hit in the stomach with a bullet, you're going to have a permanent disability. If you get kicked in the head by a horse, unless your stats are stupidly high, you will have permanent brain damage.

@everyone else, I know it just sounds like I'm trying to defend my idea (to an extent I am), but I'm also trying to make combat just a tiny bit more realistic. As it stands, if someone gets a critical hit in the head with 5.56, they'll do ~30+1d10 damage x2. In reality, unless on the off chance that bullet goes through your cheek, you will have permanent damage, and scaring. I stress again, that this is optional. I am still willing to take suggestions, based on balance and rules and whatnot, but I doubt I'm going to be making it a friendly chart.
Players can use this chart just as well as the enemies can. That means if a player crits an enemy in the head, then chances are he will die, or have permanent damage.

On the fumble chart, can I get some criticism on that? It's much less 'instakill' than the crit chart...

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