CRITICAL HIT RULES (CHART & NEW RULES)
Critical attacks are already dangerous in Dungeons and Dragons 5th edition, but that just isn't enough. Ohr is a dangerous place and heroes often find themselves facing creatures and opponents who are just as skilled as they are. As a result, combat is a dangerous affair. Players, yes, even heroes should consider all options before jumping headlong into a combat situation. Ohr rewards players who use clever tactics and diplomacy.
Critical Attacks: When rolling an attack against an enemy you score a critical attack on a natural 20 roll. The target suffers damage as normal as per the rules in the PHB, in addition you also roll once on the critical chart table. For every critical strike you suffer, the next critical strike you roll on the table add an additional +10. Critical injuries linger after combat until healed.
Example: You've taken two critical strikes this round, you're barely standing. Sadly the next the enemy crits you as well. He rolls a 80, but because you have two critical injuries already it adds an additional +20. You actually suffer the 100 result on the critical chart.
New Critical Rule Features:
Critical Attacks: When rolling an attack against an enemy you score a critical attack on a natural 20 roll. The target suffers damage as normal as per the rules in the PHB, in addition you also roll once on the critical chart table. For every critical strike you suffer, the next critical strike you roll on the table add an additional +10. Critical injuries linger after combat until healed.
Example: You've taken two critical strikes this round, you're barely standing. Sadly the next the enemy crits you as well. He rolls a 80, but because you have two critical injuries already it adds an additional +20. You actually suffer the 100 result on the critical chart.
New Critical Rule Features:
- Mooks & Minions: Creatures who are extremely low CR will often die instantly when suffering a critical strike.
- I'm the biggest so I'm the boss: A number of larger creatures, or "boss" characters are often immune to critical strikes.
- Reduced to ZERO HP: When you are reduced to zero hit points during combat, you will drop to the ground and automatically roll on the critical chart. These critical injures ACCUMULATE JUST AS IF YOU WERE CRIT BY A NATURAL 20.
- BY THE GODS, HELP!: Yes, these critical effects are devastating and intentionally so. However there are a number of ways to mitigate these effects and to heal them. Naturally resting for ONE WEEK will reduce your critical injury count by one. A cleric or any other spell-casting class who is capable of casting healing spells can choose to heal one critical injury at the cost of two spell slots per critical injury or by casting Greater Restoration on the target. You can only heal ONE CRITICAL INJURY PER WEEK through resting.
- Every Monday all characters with critical injuries will have their critical injuries reduced by one to represent the natural resting process.
- Every Monday all characters with critical injuries will have their critical injuries reduced by one to represent the natural resting process.