1 |
Combat: No Called Shots |
Realism |
No called shots to increase damage, unless it really makes sense. You cannot say you are always swinging for the creatures head. This is assumed. Combat is complex, creatures in combat are almost always trying to kill you in the most effective way possible to survive. |
Rule of Cool. |
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2 |
Critical Hits: Improved Damage - Remarkable (20 x 2) |
Buff |
When a critical weapon or spell critical hit occurs: Roll another d20. If double natural 20s on occur. Damage is increased by x4 of the critical damage. |
The gods smile on you. |
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3 |
Critical Hits: Improved Damage - World-shaking (20 x 3) |
Buff |
When a critical weapon or spell attack occurs: Roll a d20 again, if a natural 20 occurs again, roll ANOTHER d20. If another natural 20 occurs (x3 d20 rolls on the attack roll): Damage is increased by x8 of the critical damage. |
The gods have taken notice of you. |
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4 |
Melee Attack Roll → Natural 1 |
Variance |
When a caster rolls a melee attack roll, and the result is a natural 1, the target creature can use its reaction to do a [item:D1EADC34-832C-1909-2FC3-722AC857FBEA]. |
Allows for more variance and realism. (This works for players and monsters alike) |
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5 |
Ranged Attack Roll → Natural 1 |
Variance |
When a caster rolls a ranged attack roll, and the result is a natural 1, and another ally is direct melee combat with the target (regardless of direction, but typically when an ally's back is toward them), the caster misses the target automatically, and rolls against the lowest ally's [item:A7E84132-F035-4B28-8070-C3348608C538] target in melee combat with the original target. |
Allows for more variance and realism when firing into versatile combat. (This works for players and monsters alike) |
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