User:Average/Critical hit

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In Dungeons & Dragons (TM), a critical hit is small area of chance that can happen in-between rounds or where the game-world interferes in some way that injects an element of surprise (you've knocked an opponent prone and he's hit his head on a rock). For this to happen, the player must have plenty of mana left. If they're a wizard they must gamble their bonus time-slot before rolling (XXXnot testedXXX) and have plenty of mana left.

If the player rolls the highest number on a combat die, and they've wagered their bonus hit, then they get a crit. If they didn't wager their bonus round and the DM finds it advantageous to his or her mission to give a slight advantage in a fight, the DM can roll for the gods to see if you get a "crit" by rolling the equivalent die (or dice). If so, the damage is doubled for that die causing either internal or external bleeding in the case of a physical fight, or nervous system damage (perceptual faculties, or CNS) with most magic. See below.

Generally, the DM has to roll their dice equal to the dice that landed for the player. If they also reach the maximum, then it's a crit. If the player rolled 4d4 and 2 of the tets landed on 4, s/he rolls 2d4 and whichever of the 2 lands on 4, is stacked on the PC's combat round. STUB The determination of whether such a hit was done between rounds can otherwise be a random factor done behind the DM screen. The less INTelligent and PERceptive the opponent, the more likely the hit was a crit. An goblin with INT of 8 and PER of 10, means the DM can probably just roll 1d6. (The actual formula is 1/INT + 1/PER. Since we're dealing with platonic dice, use the closest die that's smaller than the sum. In the case of the sum being greater than 1, then it's an automatic crit.) If they roll the 6, it's a crit.

BTW, getting a 1, is probably a critical fail: you miss or fumble the target. If within multiple dice, simply ignore that contribution.


If the opponent is older, they might have their age as a saving throw.

Ways to get a critical hit:

  • Player rolls the top die and the gods add one of their (the god`s) time-slots to make it a crit. Uses extra the remainder of the rounds mana which means you must have some left. (GODS)
  • DM rolls an equivalent die and gets the top number (DM's favor). (PLAYER)
  • Player gets a top number on any dice and gets to ace another roll. (on good luck) (OERTH)