02-11-2009, 03:17 PM | #21 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Alternate Critical Table
For me "instant death" is out of the question, my players would skin me alive if an NPC rolled that and killed them just like that. Can't say I'd blame them, I'd skin my GM too if he did that. GURPS omits "instant death" effects for very sound reasons, and I have no intention of overruling that.
Anyway, I've decided to separate "9" from the 9-11 "normal damage" bracket. Since it's slightly rarer than 10 or 11, I'll make it something slightly better than normal damage. 9: basic damage +2 (+1 per dice), if the character already AoA (Strong) or used Extra Effort (extra damage) this turn, the enemy is instead automatically stunned. I still need to figure out something more colorful for 10 and 11. |
02-11-2009, 04:51 PM | #22 | |
Join Date: Sep 2004
Location: Torino, Italy
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Re: Alternate Critical Table
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02-11-2009, 06:18 PM | #23 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Alternate Critical Table
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9: if the character hasn't spent a FP to increase his damage, he may do so now. This isn't useful all the time, but the option to spend a FP after you know the blow will land is handy. It's also not free, and the character must pay FP normally, which I think makes it only marginally better than "normal damage". Other options... 9: the opponent is at -1 to his next defense 9: the opponent is at -2 to DX on his next turn 9: attacker also gets a free feint, as if he had all-out-attacked... |
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02-11-2009, 09:04 PM | #24 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Alternate Critical Table
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