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Post by The Dungeon Master on Mar 26, 2005 7:29:35 GMT -5
Massive Damage – size- based threshold, variable result saving throw – Your massive damage threshold varies based on your size (40 for small, 50 for medium, etc.). Whenever you take damage equal to or greater than that amount, you must make a Fort save DC 15. If you fail, roll a d10 to determine your negative hit point total.
Striking the cover - It is possible to hit the cover instead of the target
Automatic hits and misses - a 1 is a miss. A 20 is a hit
Clobbered - if you take 1/2 or more of your current hit points in damage from any 1 blow, you are restricted to a partial action for your next action.
Damage to specific areas - if a limb becomes damaged, it may have an impact
Critical misses (fumbles) - Roll a 1. Make a dex check (DC10 - armor check penalty applies). Fail and I get out the Good Hits / Bad Misses table
Skills with different abilities - situational
Critical success or failure - lemme know if you roll a 1 or a 20 on a skill check
What disabling a device means - From the DMG
Different size weapons don't work the same as smaller or larger versions of themselves. That small longsword is harder for a human to wield than a medium shortsword.
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