Hm. Crits that just do more damage are boring. How about crits that produce automatic impairment?
Say if the crit does at least 1 point of damage (and it should probably do at least that unless the target's armor beats the damage done by 8+), the target suffers some sort of -2 impairment. An extra does a -4 impairment. The impairments last until the wound can be tended, which generally takes at least 5 minutes or so.
Dunno. I'd like for the system to be exciting and yet simple. That's hard.
How about this? Each extra success (remember, a crit is 2 successes, an extra 3) can do +1 wound or -4 to their next action or -2 to all actions for the rest of the fight.
Hm. A regular hit does a wound. A crit can do a more serious wound, a really huge penalty that lasts one full round, or a lesser penalty that lasts the rest of the fight.
I'd kind of like a regular hit to just do damage, a crit to entail some sort of save, and an extra to require a nasty save. I wonder if a hit could increase the target's Risk? Of course, then they'd eventually start auto-failing... in opposed tests, should Risk be triggered if you succeed, or only if you fail? I'd tend to think fail.
Posted by Kiz at May 11, 2004 11:45 PMComments