Thursday, March 31, 2022

OSR: Critical Hit Tables + Revised Healing and Armor rules

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Critical Hit Rules:

If you make an attack against an enemy and roll a "20" on your d20 and do at least 1 point of damage, that counts as a Critical Hit.  For attacks that require a saving throw that does damage, only a roll of maximum damage counts as a critical hit.  This is the case for firearms mostly.   

If your opponent parries all the damage, reducing it to 0, or otherwise evades the attack that prevents you from landing a hit, it does not count.

Also, for the purposes of these tables, the Target is the term used to refer to the person getting hit, the Attacker to the person who made it.

Besides the damage they would ordinarily do, Critical Hits also inflict another effect, as determined by the relevant table below.

When a Critical Hit is rolled, roll on the relevant table based on the appropriate damage type:

Sharp Damage- Anything that rips, cuts or tears.  Teeth, knives, swords, spears, etc.

1d10

1- The Target is surprised and shocked by the skill of his opponent or the effectiveness of that attack and must succeed a COG save or become frightened of the Attacker. 
2- The Target must save or be disarmed, having it swatted out of his hand by the Attacker or simply dropping it.
3- The Target takes a minor injury that causes him to gain a -1d4 penalty to Attack, but not Defense rolls, until he gets a chance to bandage this wound and rest for at least 10 minutes.  Painkillers can immediately end this effect. 
4- The Target takes an injury to the face, losing 1d3 CHA.  The character must also immediately make a COG save.  On a failed save, the target is frightened of the Attacker. 
5- The Target takes an injury to the face and blood begins running into his eyes.  He makes all ranged attacks at disadvantage until he can bandage his wound or receives magical healing. 
6- The Target is rattled by the force of the blow and must save or lose his footing.  On a failed save, this gives the next attack against him advantage.
7- The Attacker rolls his damage di(c)e twice and adds the result together for total damage dealt.  Attack and damage modifiers are only added once.     
8- The Target suffers from a Persistent Wound, losing 1d4 HP a round until an action is taken to bandage the wound and staunch the bleeding.  The DC for this is 5+X, where X is the damage dealt. 
9- The Target is impaled or deeply pierced by the weapon, locking him and the Attacker into a deadly embrace.  The Attacker can deal damage equal to his base weapon on his turn as an action, or remove his weapon to give the Target a Persistent Wound.  
10- The Attacker rolls his damage di(c)e three times and adds the result together for total damage dealt.  Attack and damage modifiers are only added once.

Bludgeoning Damage
- Anything that crushes, smashes or flattens.  Anything from a falling boulder to a warhammer to a fist. 

1d10
1- The Target is surprised and shocked by the skill of his opponent or the effectiveness of that attack and must succeed a COG save or become frightened of the Attacker. 
2- The Target must save or be disarmed, having it swatted out of his hand by the Attacker or simply dropping it.
3- The Target takes a blow to the head, disorienting them and causing them to make all checks and saves based on mental awareness or perception at disadvantage for 1 minute.  The character may make a new save on his turn to end this effect early, ending the effect on a successful save. 
4- The Target is rattled by the force of the blow and must save or be stunned for 1 minute.  Stunned characters can move but take no actions.  A stunned character may make a new save on his turn to avoid being stunned for another round, ending the effect on a successful save.
5- The Target must save or be knocked prone. 
6- The Target's armor takes damage, permanently reducing their FS by 1d4.  If an armor offers 0 additonal FS, it is destroyed. 
7- The Attacker rolls his damage di(c)e twice and adds the result together for total damage dealt.  Attack and damage modifiers are only added once.
8- The Target's weapon takes damage, permanently causing it to do -1d6 damage.  If a weapon does 0 damage, it is destroyed.    
9- The Target is throw 1d10+Enemy STR modifier feet backwards.  The Target must save or land prone.   
10- The Attacker rolls his damage di(c)e three times and adds the result together for total damage dealt.  Attack and damage modifiers are only added once.

Ballistic Damage- Guns, shrapnel and any other type of projectile that flies at high speeds that is not an arrow; arrows and slower projectiles count as sharp or bludgeoning, respectively.

1d10

1- The Target is surprised and shocked by the skill of his opponent or the effectiveness of that attack and must succeed a COG save or become frightened of the Attacker. 
2- The Target takes a crushing blow to his armor, not doing permanent damage but knocking him prone from the bruising force. 
3- The Target takes an injury to the face, causing blood to start flowing into his eyes.  The Target makes all ranged attacks at disadvantage until he can bandage his wound or receive melee healing. 
4- The Target's armor takes damage, permanently reducing their FS by 1d4.  If an armor offers 0 additonal FS, it is destroyed.
5- The Target takes some shrapnel to the face, causing an injury around his eye.  He is temporarily blinded in one eye, inflicting disadvantage on all checks and saves based on perception.  After the battle, the Target should save.  On a failed save, the eye is seriously injured, otherwise the injury was just close enough to scare, but not do permanent damage to the Target's eye. 
6- The Target takes an injury to his arms, causing him to make Attack rolls and rolls requiring precise movements at a -1d4 penalty until this injury can be bandaged and the character has rested for at least 10 minutes.  Painkillers immediately remove this effect. 
7- The Attacker rolls his damage di(c)e twice and adds the result together for total damage dealt.  Attack and damage modifiers are only added once.
8- The Target suffers from a Persistent Wound, losing 1d4 HP a round until an action is taken to bandage the wound and staunch the bleeding.  The DC for this is 5+X, where X is the damage dealt. 
9- The Target is stunned and frightened for 1 minute.  The noise and confusion of combat also causes him to become unnerved.  The character must save or run in a random direction, as long as it is away from the Attacker. 
10- The Attacker rolls his damage di(c)e three times and adds the result together for total damage dealt.  Attack and damage modifiers are only added once.

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New Healing Rules:

When you are dropped to 0 HP, you do not go into the negatives.  Healing items restore your HP starting from 0.

If you would take damage that pushes you below 0 HP, on the other hand, you must roll on the Horrible Wounds table. 

Horrible Wounds require X days to heal based on the result roll (min 1), with the number modified by the quality of medicine, if any, you have access to.  For example, an "8" on the Horrible Wounds table requires 8 days to heal.  If you go to a Hospital with a rating of 4, then that cuts the time down to 4.

If you don't rest for the required time, then you must make a CON save.  On a successful save, you receive a persistent injury that lasts for a number of days equal to the Horrible Wound.  Each day you are dropped to 0 HP or roll on the Horrible Wounds table you must save to see if your injury gets worse.  On a failed save, roll on the table below.  On a successful save, merely extend the duration of the injury by 1.

Things get Worse:

1d6

1- The injury persists for another 1d4 days. 
2- The injury persists for another 1d6 days.
3- The injury gets infected.
4- The injury leaves a scar, that permanently reduces an Ability score.
5- The injury becomes permanent.
6- The injury gets worse, roll again on the Horrible Wounds table, adding the previous result as if the character received a new injury in combat.


New Armor Rules:

My Health System is divided into two types, sort of like Logan Knight's grit and flesh, mixed with stuff from Arnold K. and the Angry GM

Hit Points, or HP, starts at 1/3 of your CON score at level 1.  At level 2, your HP equals 1/2 your CON score.  At level 3, it equals your CON score.  HP is the 'Flesh' of Grit and Flesh.  It is your meaty bits.  If you take damage to your HP, you're being stabbed, shot or brutalized. 

Fighting Spirit, or FS, starts at whatever your class gives you.  For example, Fighting Men get +3 FS per level.  You get as much FS as your class gives you until you hit max level or your FS equals your total COG (Cognition) score.  FS is the 'Grit' of Grit and Flesh, it is the magical part of HP, your 'kung-fu' as Basic Red once described it.  If you take an injury to FS, in the fiction your character narrowly avoids being injured, dodges or tanks the hit without taking real damage. 

This is important, I promise. 

I am changing my Armor system again.  I know, you're all tired of it.  But Red Kangaroo was right when he pointed out the obvious problem.  And it turns out he was right.  For while the system worked at low levels, once you got to higher levels, it was too powerful.  Characters who couldn't do large amounts of damage were side-lined as they were wasting their turns smacking enemies with tons of armor and because of how Saving Throws could reduce the damage taken by firearms, anyone with good luck and decent armor made firearms do basically no damage.  So here we go again.

Armor now gives you extra FS. 

It still comes in Light, Medium and Heavy. 

Light Armor gives you +3 FS.  If worn, it takes up 4 inventory slots.   

Medium Armor gives you +4 FS.  If worn, it takes up 5 inventory slots.

Heavy Armor gives you +5 FS.  If worn, it takes up 6 inventory slots.

Shields give you +1 FS.  The rules for parrying damage with shields are unchanged. 

Helms give you +1 FS.  They give you advantage on all saves against being knocked unconscious.

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