Unarmed damage for a monk is a bit different than for other classes. A monk that has armed a simple weapon can still gain the benefit of being 'unarmed', but they are limited to rolling the monk's unarmed damage die when doing so. At low levels this is less, but at higher levels this is equal and eventually even more than the weapon's damage roll.
Crit Charts – 5th Edition D&D
While I’m not quite ready to institute these crit rules into my 5th edition game, I’m certain I’ll eventually do so. Crit charts are a familiar house-ruled mechanism for RPGs that I used extensively back in the 2E hey-days. I’ve gone all out here and created a crit chart for every damage type listed in 5E. Slashing, Piercing, Bludgeoning, Acid, Fire, Cold, Poison, Necrotic, Radiant, Lightning, Psychic, Thunder and Force. Take a look and offer your suggestions/tweaks.
Some rules I’ll be instituting to go along with these crit tables.
1) Roll on these only when 2 20s appear on an attack with Advantage.
2) Roll standard crit damage first and then roll on the appropriate Crit table for an additional effect.
Here is the Slashing Chart as an example but I have provided the link to the originals that are on my google drive.
Slashing D100
01 – 03 • Gruesome slash. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 – 06 • Debilitating cut. Roll one extra die of the weapon’s damage to the target.
07 – 09 • Vicious laceration. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage.
10 • Horrific gash. The target loses its next attack as it staggers in shock from its wound.
11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 – 16 • Nasty slice. Reroll all 1s and 2s on the damage roll for this attack.
17 – 19 • Savage chop.The target is also knocked prone.
20 • Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
21 – 23 • Ruthless assault. As a free action you may immediately make one melee attack vs. the same target.
24 – 26 • Nicked an artery. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves.
27 – 29 • Bloody trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save.
30 • Cleaving hack. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.
31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
34 – 36 • Nauseating injury. The target is stunned for 1 rd.
37 – 39 • Flesh-rending strike. The target is now vulnerable to slashing damage for the remainder of the encounter.
40 • Monstrous damage. The target suffers triple damage.
41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
44 – 46 • Shocking violence. You receive advantage for all melee attacks vs. this opponent for the remainder of the encounter.
47 – 49 • Traumatizingpain. The target becomes exhausted to level 4 of that condition.
50 • Severing strike. The target’s off-hand is cut off. The target has disadvantage for the remainder of the encounter and 1d10 damage every rd. until healed.
51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target.
56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.
60 • Calamitousblow. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
64 – 66 • Vilesuffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 damage.
70 • Slow andagonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 damage every rd. until it saves.
71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 – 79 • Vexing anguish. You receive advantage for all melee attacks vs. the target and the target has disadvantage for the remainder of the encounter.
80 • Maimed. The target’s arm is severed. It suffers disadvantage for the remainder of the encounter and suffers 2d10 damage every rd. until healed.
81 – 83 • Gutted. The target suffers triple damage and is incapacitated for 1 rd.
84 – 86 • Gaping wound. The target suffers the damage rolled for the attack each round until healed.
87 – 89 • Harrowingdisfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
90 • Severed limb. The target’s arm is severed. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed.
91 – 93 • Rent armor. The target’s AC is reduced by 2 for the remainder of the encounter.
94 – 96 • Disemboweled. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
97 – 99 • Devastating cost. As a free action you may immediately make one melee attack with advantage vs. the same target.
100 • Decapitated. The target is slain.
In many role-playing games and video games, a critical hit (or crit) is a chance that a successful attack will deal more damage than a normal blow.
- 2Types
Origin[edit]
The 1975 role-playing game Empire of the Petal Throne introduced the concept of critical hits (though not the phrase).[1] Using these rules a player who rolls a 20 on a 20 sided die does double the normal damage, and a 20 followed by a 19 or 20 counts as a killing blow. According to creator M.A.R. Barker, 'this simulates the 'lucky hit' on a vital organ.'[2]
Types[edit]
Critical hits are meant to simulate an occasional 'lucky hit'. The concept represents the effect of hitting an artery, or finding a weak point, such as a stab merely in the leg causing less damage than a stab in the Achilles tendon. Critical hits are almost always random, although character attributes or situational modifiers may come into play. For example, games in which the player characters have a 'Luck' attribute will often base the likelihood of critical hits occurring on this statistic: a character with high Luck will deal a higher percentage of critical hits, while a character with low Luck may, in some games, be struck by more critical hits. In the role playing game Dungeons & Dragons, when a player character attacks an opponent the player typically rolls a 20-sided die; a roll of 20 (a 5% chance) results in a critical hit.
The most common kind of critical hit simply deals additional damage, most commonly dealing double the normal damage that would have been dealt, but many other formulas exist as well (such as ignoring defense of the target or always awarding the maximum possible damage). Critical hits also occasionally do 'special damage' to represent the effects of specific wounds (for example, losing use of an arm or eye, or being reduced to a limp). Critical hits usually occur only with normal weapon attacks, but not with magic or other special abilities.
Many table-top and video games use 'ablative'[3] hit point systems. That is, wounded characters often have no game differences from unwounded characters other than a reduction in hit points. Critical hits originally provided a way to simulate wounds to a specific part of the body. These systems usually use lookup charts and other mechanics to determine which wound was inflicted. In RPGs with non-humanoid characters or monsters, unlikely or bizarre results could occur, such as a Beholder with a 'lost leg'. Most systems now simply award extra damage on a critical hit, trading realism for ease of play. The effect of a critical hit is to break up the monotony of a battle with high, unusual results.
In the Brazilian RPG Tagmar, according to the result of a dice roll, the victim of a critical hit is significantly wounded or even instantly killed (regardless of hit points).
The roleplaying game Rolemaster is known for its extended system of criticals. One long standing claim from its company ICE is that it is not the normal hits that kill, but the critical. By integrating criticals even on low results by varying the critical severity (from A (minor) - J (extreme)) and the large variety of criticals (e.g. Slash, Krush, Puncture, Heat, Cold, Electricity, Impact, Unarmed Strikes and even some bizarre ones such as Internal Disruption and Essence criticals) every combat plays out differently. Critical results vary from simple additional hits, and added bleeding and stuns to limbs lopped off and internal organs destroyed. Player characters are not immune to the effects of a critical hit in this system.
Many games call critical hits by other names. For example, in Chrono Trigger, a double hit is a normal attack in which a player character strikes an enemy twice in the same turn. The EarthBound series refers to critical hits as a smash hit (known in-game as 'SMAAAASH!!'). The American NES release of Dragon Warrior II referred to an enemy's critical hits as 'heroic attacks'. In the Mario & Luigi subseries, critical hits are known as 'lucky hits', whereas the word 'critical' is instead used for attacks that are elementally effective (e.g. fire against plants). Players frequently use the abbreviation crit or critical for 'critical hit'.
Team Fortress 2 uses a Critical and 'Mini-Crit' system. Criticals deal three times the normal damage (and are not weaker at long range, unlike most damage), whereas 'mini-crits' only increase damage by 35%. In addition to most weapons having a random chance to crit, some weapons have mechanics that guarantee them when used correctly, such as sniping weapons being capable of headshots (see below).
Critical miss[edit]
The negative counterpart of the critical hit is variously known as the critical miss, critical fumble, or critical failure. The concept is less frequently borrowed than that of critical hits. Many tabletop role-playing games use some variation on this concept (such as a 'botch' in the Storyteller System), but few computer role-playing games implement critical misses except where the game is directly based on a tabletop game in which such rules appear. Video games are more likely to have a separate system for determining whether attacks miss, using mechanics such as accuracy and evasion.
Headshot[edit]
In first person shooter games such as Counter-Strike: Global Offensive, Tactical Ops, and Unreal Tournament, the concept of a critical hit is often substituted by the headshot, where a player attempts to place a shot on an opposed player or non-player character's head area or other weak-spot, which is generally fatal, or otherwise devastating, when successfully placed. Headshots require considerable accuracy as players often have to compensate for target movement and a very specific area of the enemy's body. In some games, even when the target is stationary, the player may have to compensate for movement generated by the telescopic sight.
The first commercial game to make use of them was GoldenEye 007 for the Nintendo 64, however headshots and other location based damage for humanoid type creatures first appeared in the original Team Fortress modification for Quake released the same year,[4] although they were demonstrated and tested in a standalone TF Sniper 'modification' created by the same team earlier that year.[5]
Notes[edit]
- ^Slack, Andy (April 4, 2012). 'Review: Empire of the Petal Throne'. Halfway Station. Retrieved 28 January 2017.
- ^M.A.R. Barker, Empire of the Petal Throne, p34.
- ^Farlex. 'ablation'. The Free Dictionary. Retrieved 28 January 2017.
- ^Totilo, Stephen. 'The History of Headshots, Gaming's Favorite Act Of Unreal Violence'. Kotaku. Retrieved 5 April 2016.
- ^Cook, John. 'TF Sniper Documentation'. Internet Archive. Archived from the original on July 4, 1997. Retrieved 5 April 2016.CS1 maint: unfit url (link)
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