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WD98_1.txt.Z
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1994-02-06
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To: WFRP@cool.khis.com
From: lcarroll@unity.ncsu.edu
Subject: Minor Criticals
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Well, here it is, as I said. Included are the adjustments and such that
our group have come up with.
MINOR CRITICAL HITS by Vinay Gupta
{Transcribed by Lloyd Carroll}
{This is an electronic transcription of an article originally published }
{in the column, "On The Boil", in White Dwarf magazine. It is copyrighted,}
{and should not be distributed for money. }
{The full text of the small article will be included. Comments and }
{additions will be indicated by "{}" and were not included in the original}
This addition to the WFRP combat rules should make combat a little more
interesting (or lethal).
The idea is simple. Wouldn't it be nice to do critical damage _before_
wearing away all those tiresome W points? It would? Read on...
When you make a successful WS/BS test to hit, and roll the d6 for damage,
and get a 6, you can opt for additional damage, as stated on page 122 of
the rulebook, by rolling to hit again. If you succeed, you roll the d6
for damage again, and keep going until you roll anything other than a 6.
But you knew that already.
To use the minor critical system, proceed as normal up to the second roll
to hit. If this succeeds, roll the d6, add your S, subtract the victim's
T and armour, just as if you were calculating damage. But you don't
subtract this number from the victim's W score; instead, you look it up
on the appropriate Critical Hit Table (WFRP pp 122-124). The victim
loses no W points from your blow, but _does_ suffer the critical effect
you have generated, and _does_ take any special damage indicated in the
critical effect description.
The location will normally be the one indicated by the second 'to hit'
roll, but characters with _Strike to Injure_ skill may 'swing' the result
and may choose which location to use: the one indicated by the first
roll, the one indicated by the second roll, or the one indicated by the
'swung' roll. Beware of this rule - it makes _Strike to Injure_ one of
the most powerful combat skills to have, and generally makes sudden death
a lot more likely. If you find it unbalances the game, you couls use a T
test or a W*5% test to avoid the critical effect.
{Editorial comments, from the editor of 'On the Boil' -- included for the
sake of completeness.}
An interesting and neat idea to speed up combat. It does make things
nastier, though, so you may want to keep this variant away from the bad guys.
I'm not sure about the variant hit location rule, though, with characters
with _Strike to Injure_ skill having their choice of three places to land
the blow - personally, I'd keep the critical in the location indicated by
the first WS roll. Characters with _Strike to Injure_ could still modify
the location from that roll should they want to.
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{My editorial comments, our groups rules variants, etc.}
-------------------------------------------------------------------------
I have an admission to make. Originally, I didn't read the article very
clearly, and I thought that when you rolled a 6, you just rolled a
percentage on the +1 crit chart, and used the crit as written. It
worked OK,but was kind of weenie (as explained below), and our group used
it for awhile, then changed it to the set-up below. BUT... as written,
the above system could be quite fatal, to both the players and the bad guys.
We tried it our way for awhile, but it didn't suit everyone perfectly.
For example, our players didn't like being forced to do a measly +1 crit
when they could have done 18 W points of damage, and gotten a higher
percentage crit on the +4 crit roll. Our GM on the other hand didn't
think that we should be able to kill his lovingly created Chaos Creature
with one well-placed blow to the head ( like it had not happened
before this rule was implemented!!).
So we compromised, and decided that certain things would change.
Our method adds rules, but they quickly become second nature, and we
think they add balance to the game while retaining the fatality of the idea.
Minor Critical Hits --
Follow normal procedure until a 6 is rolled.
If a 6 is rolled: the player must roll WS again to be allowed a choice of
either a crit or extra damage.
_Strike to Injure_ allows user to add +10 to his second WS roll.
If the roll is successful, a percentage is rolled on the +1 crit table only.
This roll may be adjusted in some of the following ways:
-a parry by the defender will reduce the percentage by the
roll*10% (example, defender rolls a 3 to parry, reduces
percentage by 30%
-_Strike to Injure_ allows the percentage to be adjusted by +/-10%
It is our experience that certain creatures are not affected by some
crits. Some of these are:
-crits have no effect on elementals or ethereal undead
-golems, other undead, and other "non-living" creatures suffer no
stun or bleeding effects, but can lose limbs, be knocked down, etc.
-against larger than man-sized creatures (demons, giants, dragons,
etc.) the percentage rolls for minor crits are halved. This only
applies during minor criticals, not against normal criticals.
On a related note, ethereal undead and elementals, etc., use the
sudden death crit when reduced below 0 W, rather than physical crits.
Enjoy these additions, and guard your fate points well!!!!
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