Tuesday, December 15, 2020

D66 Critical Hit Damage Table

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.

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