Now, I’m not keen on a bunch of tables you’d have to use frequently, so I’ve never thought about writing tables like that. Instead, I use the damage roll as an ad-hoc test for special effects: a net immobilizes on 5+ damage, a flail or whip can disarm an opponent on 5+. But it occurs to me that I could use tables like that to introduce the exact same effects, as a teaching aide. And those who prefer tables to ad-hoc rulings could keep using the tables.
General Rules:
- 1 point of damage means something bad happens if some other condition is true.
- 2 to 4 points of damage is standard, no special features.
- 5 to 6 points of damage is a special effect.
- 7+ damage (not normally possible with standard weapons, except for spears set for a charge) may include an extra-special effect.
Damage | Damage Effect |
---|---|
1 | Cheap blades snap after doing damage. Otherwise, normal effect |
2-4 | Normal effect |
5-6 | Severe cut. Save vs. Adversity after combat or bleed to death |
7+ | Crippling wound, Move 3 and -1 to actions until healed. |
The “bleeding” result would also apply to the crippling wound. I didn’t include the bleed time – it would be 1d6 hours, at my table – but bandaging or caring for the wound may stop bleeding. Crippling results are for generic torso hits; a crippling head injury would also cause confusion and loss of spells, while crippled arms or legs would be unusable unless cared for by a leech.
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