Post by Aeter on Aug 26, 2013 23:10:23 GMT -6
Or pretty much things that I've always used, but I wanted to have the rules for them written.
Fumbles: If you roll a natural 1 when attacking, or fail a spell- casting attempt, make a DC 10 Dexterity check. If that fails, you fumble. The exact effect is left up to the DM’s imagination. If you fail the DEX check by five or more, the effect will be more serious.
Clobbered: If you take half your current hit points in damage from a single blow, then you are clobbered! On the next round you can only take a standard action, and on the round after that you are no longer clobbered and can act normally.
Decapitate: If you score a hit with a natural 20, and then confirm the critical with a second natural 20, you can roll a third attempt. If that too is a hit, then the creature is instantly killed (HP reduced to –1) unless the critical damage alone would reduce it below even that then apply the normal damage. Remember monsters will use this rule too!
Disabling Devices:
Check Result = DC + 0 – 3: The trap is disabled, the next time the trigger would spring the trap, it doesn’t. After that, however, the trigger operates normally, and another check is required to disarm it again.
Check Result = DC + 4 – 6: The character messed up the trap workings and it won’t function again until it is reset. If it auto-resets, use the next results below.
Check Result = DC + 7 – 9: The character really broke the trap and it won’t go off again until someone repairs it using a trapmaking craft skill.
Check Result = DC + 10 or more: The character either broke the trap (as above) or succeeded in adding or discovering a bypass element. This latter option enables the character to get past the trap and reset it behind him if he so chooses.
Fumbles: If you roll a natural 1 when attacking, or fail a spell- casting attempt, make a DC 10 Dexterity check. If that fails, you fumble. The exact effect is left up to the DM’s imagination. If you fail the DEX check by five or more, the effect will be more serious.
Clobbered: If you take half your current hit points in damage from a single blow, then you are clobbered! On the next round you can only take a standard action, and on the round after that you are no longer clobbered and can act normally.
Decapitate: If you score a hit with a natural 20, and then confirm the critical with a second natural 20, you can roll a third attempt. If that too is a hit, then the creature is instantly killed (HP reduced to –1) unless the critical damage alone would reduce it below even that then apply the normal damage. Remember monsters will use this rule too!
Disabling Devices:
Check Result = DC + 0 – 3: The trap is disabled, the next time the trigger would spring the trap, it doesn’t. After that, however, the trigger operates normally, and another check is required to disarm it again.
Check Result = DC + 4 – 6: The character messed up the trap workings and it won’t function again until it is reset. If it auto-resets, use the next results below.
Check Result = DC + 7 – 9: The character really broke the trap and it won’t go off again until someone repairs it using a trapmaking craft skill.
Check Result = DC + 10 or more: The character either broke the trap (as above) or succeeded in adding or discovering a bypass element. This latter option enables the character to get past the trap and reset it behind him if he so chooses.