This was designed for D20 type games. I bet it would work well in a sci-fi game where energy weapons such as blasters and laser swords are present. Powerful artifact / magic weapons might use it as well.
It might be good to only use this when players roll a critical hit. Perhaps a nasty Big Bad antagonist could use them as well. It's REALLY deadly if you roll doubles...
To roll a D66 it is best to use two different color dice (2D6) and designate which is the 10s column and which is the 1s column. For example if you had a Red die for the 10s and a Blue dice for the 1s and you rolled Red 5, Blue 6, then the result would be 56.
Note: I created this in a blurry haze of sleep deprivation and "tired tears." Yawwwnnn.
D66 Critical Hits Table
11. x9 Damage
12. Regular Damage +2
13. Maximum Damage
14. x2 Damage
15. x3 Damage
16. x4 Damage
21. Regular Damage +1D6
22. x7 Damage
23. Maximum Damage
24. x2 Damage
25. x3 Damage
26. x4 Damage
31. Regular Damage +1D6
32. Regular Damage +2
33. x5 Damage
34. x2 Damage
35. x3 Damage
36. x4 Damage
41. Regular Damage +1D6
42. Regular Damage +2
43. Maximum Damage
44. x6 Damage
45. x3 Damage
46. x4 Damage
51. Regular Damage +1D6
52. Regular Damage +2
53. Maximum Damage
54. x2 Damage
55. x8 Damage
56. x4 Damage
61. Regular Damage +1D6
62. Regular Damage +2
63. Maximum Damage
64. x2 Damage
65. x3 Damage
66. x10 Damage
Optional Rule I: in addition to the regular damage sustained above, the target of the critical hit also bleeds an amount of damage equal to the 1s column. For example, a roll of 64 would mean they are bleeding 4 hit points per round until the wound is tended to, wrapped in a bandage, or magically healed.
Optional Rule II: in addition to the regular damage sustained above, the target of the critical hit also has to deal with another complication based on the 10s column.
1. Target is knocked Unconscious no matter how many hit points they have remaining.
2. Target falls flat on their back. They are Prone, but they can make attacks or defend themselves with a penalty.
3. Target must make a Saving Throw / Dexterity Stat Check / etc. or they break a bone of the DM/GM's choosing.
4. One piece of armor/clothing, an item, a shield, or weapon is utterly destroyed.
5. Target falls flat on their face. They are prone, and cannot attack or perform any actions other than composing themselves and standing up (if they are able to). This might be a round of Stun in your system of choice.
6. Target must make a Saving Throw / Constitution Stat Check / etc. or die.
No comments:
Post a Comment