House Rules of the DM

Critical Hits

Critical Hit Chart — occurs only on natural 20
d10Affect
1-5normal effects
6-8all effects doubled
9Constitution check or unconcious for 1-3 turns, normal damage
10Incapacitating strike, see below

Note: All damage adjustments are made prior to doubling effects

Incapacitating Strike: Take 75% of current HP in Damage, Roll on Dam Location chart below:

Damage Location Chart
d12 LocationAffect
1 Lt Arm arm useless
2 rt Arm arm useless
3 lt leg MV 3"
4 rt leg MV 3"
5 lt Eye -2 to hit
6 rt eye -2 to hit
7 nose *-1 init
8 Groin *-2 init
9 lt hand hand useless
10 rt hand hand useless
11 Stomach *Con1/2
12 chest *Con1/3

Notes:

1%xDamage for effect to be permanent unless regenerated or more powerful magic is used.

All affects remain until subject healed to full HP, healing prof can give 1 hp max in this case.

*Con check or acquire disease

Other effects: Chr or other stat loss are possible at DM option.

Critical Miss

Occur only on natural 1, rolls on charts below

Critical Miss with weapon
d12 Affect
1-2 drop weapon
3 cut self, 1-3 hp dam
4-6 slip, +3 init next rd
7-8 slip and fall prone
9 weapon breaks*
10-12 nothing

*Magic weapons only receive save versus crushing blow

Critical Miss without weapon
d12 Affect
1-2 off balance,-2 to hit next rd
3 pull muscle,1-2 hp dam
4-6 slip, +3 init next rd
7-8 slip and fall prone
9 open def,+2 AC penalty
10-12 nothing

General Hit Point loss

Loss of hit points represents bruises, minor cuts, abrasions, minor burns, muscle pulls, and general fatigue. An excellent example is how athletes feel after any contact sport. The blow that takes you below 0 hit points is considered as an incapacitating strike in all respects (including possibilty of permanent maiming, see incapacitating strike above).

Healing

Negative hit points

Any first aid will cause hit point loss to slow to 1 per turn. Healing proficiency use brings subject to 0 hp, and unconsciousness Magic healing instantly returns to 1 hp, unconscious, no further loss.

Daily healing

Activity healing result (healing prof)
bedrest 2x Lvl hp/day (3x lvl hp/day)
traveling Lvl in hp/day (2x Lvl hp/day)
strenuous 0hp/day(1hp/day)

Example: Tanis (9th level theif) is wounded (takes 30 hp of damage). He will heal 18 hp/day if he takes bedrest, or 9 hp/day if traveling. If John, 1st level Black Guard fighter, is wounded (takes 5 hp of damage) he would heal 2 hp/day if bedrest, or 1 per day if traveling. These rates would differ if they were under the care of someone with the healing proficiency.

Healing:First aid

No skill:

Healing Proficiency(with successful prof check)

Herbalism(with successful check)

Called Shots

Consult the following table. Except for feint, multiple attacks are not allowed in the same round called shots are attempted.

AttackPenalty to hitEffect
Shot -4 Affects designated body part per the damage location chart above, but does only normal damage.
Critical Hit -8 Automatic critical hit per above
Disarm -4 Str check or weapon flies 2d6 feet
Pin -4 Enemy's weapon pinned for 1 rd
Grab -4 Grab enemy weapon, failure means automatic hit
Shield-rush -0 1d3+Str damage,opponent downed if no STR check
Feint n/a Opponent makes Int check, if fails second attack within the same round gets +4 to hit

Parries

General parry

The defender may not attack that round, but gains a -2 AC bonus and may move upto half his/her movement

Specific Parry

The defender gives up one attack to block one attack. To succeed, the defender must roll to hit versus AC 10 minus (Attackers Thaco - defenders Thaco). For example, if a 1st level warrior (Thaco 20) were attacking a 1st level Priest (Thaco 20) the priest would need to hit AC 10 to parry the attack. But if the warrior were 3rd level (Thaco 18) the priest would have to hit AC 8). A defender may make as many specific parries in a round as he has attacks.

Riposte Parry

If a defender has the Riposte proficiency and if they are using a weapon from the fencing weapons group s/he may attempt to riposte after a successful parry, provided s/he makes a successful dexterity check. Note this is not automatic, the defender must specify in their actions that they wish to riposte if possible. This riposte is handled as a standard attack. The Riposte proficiency is in the Warrior and Rogue groups, and costs one slot.