I guess that is kinda the answer i expected from you guys, heh.higgins wrote:Rest assured, most of our level 4 wounds are far more cruel than virtually any critical hit system that I've seen. Only a select few get close or match it. And then there's the level 5 wounds, of course.nemedeus wrote:Btw, other question: is there going to be any kind of critical hit mechanic?
Huh. Shoulda seen that.Agamemnon wrote:That one's easy, actually. Shields.nemedeus wrote:I alwas found it odd that it took people until the 14th or so century to come up with complex hilts. Particularly sidering or at least a nagel as seen on Messer is something without which i would not even want to wield a longsword.higgins wrote:For some reason, I have a feeling that gauntles and complex guards are going to be realllllly popular.
For sake of completeness, in the other Thread i talked about my system for a moment there, so allow me to explain my Crits.Yes and no, really. At least in the context of D&D, rolls effectively have four results: Critical failure, failure, success, and critical success.nemedeus wrote: Btw, other question: is there going to be any kind of critical hit mechanic? Asking because out of all the nonsensical RPG staples, this is the one that i always felt was the most fun (and actually not even that nonsensical, really). Seriously, Crits are fun. I was surprised when i realized that about myself.
Our core mechanic is situated on a d10 die pool, with difficulty being the number of individual successes you need to roll vs the number required. If you are rolling against an Ob2 task and get 2 successes, you win. The higher you go over said successes, the better off you are. This is your Margin of Success. If it's Ob2 and you roll 4 successes, you've got an MoS of 2. On a lot of rolls, MoS3+ and 5+ are significant, increasing your effect. Likewise, you can also have a Margin of Failure, so failing by 3 or more dice is worse than failing by 1.
So we already have a range of results to play with.
My system uses D6 instead of D10, with rolls in the range of (less than 10) dice.
So first of all, Critical Hits only apply to checks for attacks.
An attack has a certain Critical Hit Rating that describes what is required of the attack roll to hit critically.
The ratings are as follows ("or C/B/A" as in, they are cumulative):
- S: 1 six or B
- A: six + five or B or C
- B: double-five or C
- C: double six
crit rating starts at C, but certain modifiers can increase it to the next higher (Precision Strike; Vulnerability Status on target; bloodloss-induced Self-Buff; or using fucking CURVED SWORDS)
So, what a critical hit in my system is is not just a damage increase, but rather an upgrade of the HIT LOCATION, because i use 6 hit zones (for D6):
- Head -> Neck
- Torso -> Groin
- Arm (left/right) -> Hand
- Leg (left/right) -> Knee
... to the effect of massively debuffing the poor victim for at least the remainder of the fight (Note that i also had different effects of crits depending on damage type).
i'm not quite sure about exploding dice. i think they work well for Savage Worlds, but then again, you only ever roll two dice there...As of the current draft, we also have exploding dice. If you roll a 10 on a d10, then you count it as a success and can roll that die again, adding any further successes to your total (including more 10s). This both adds a random element, and makes it possible to achieve Obs that are greater than your current die pool.