Decapitation and Dismemberment [Archive] - Wizards Community

Post/Author/DateTimePost
Anarcis

06-17-06, 04:36 AM
Does anyone have some houserules concerning decapitation and/or dismemberment? I'm planning a cmpaign where mechanical and magical grafts are quite prominent, so I'm in need of some fair rules on losing body parts. Any help would be appreciated.
Jerks

06-17-06, 04:41 AM
Star Wars has some rules for this in the Hero's Guide. In a nutshell, if you confirm a critical threat with a roll within your weapon's threat range you randomly sever or destroy one of your opponent's limbs.
Pindar

06-17-06, 07:23 AM
Does anyone have some houserules concerning decapitation and/or dismemberment? I'm planning a cmpaign where mechanical and magical grafts are quite prominent, so I'm in need of some fair rules on losing body parts. Any help would be appreciated.

This table is our houserules for crits which covers losing limbs.

Critical Hit Table

If a possible critical hit occurs then roll the second d20 as normal.
If it does hit the target the second roll also determines the severity of the critical with specific injuries.
Only the base d20 roll is applied. Do not include the attackers attack bonus.
For example if on the second d20 a 15 is rolled this would be the severity of the critical with specific injuries.


1-14 Normal Critical
15 Normal Critical + Free Trip attempt
16 Normal Critical + Free Disarm attempt

17 Arms - Roll d10

1-5 Weapon arm struck

Fortitude save DC 18 or stunned d4 rounds
Reflex save DC 16 or Drop Weapon
Stunned d4 rounds
Bleeding at 1 per round
Damage taken is percentage of losing limb

6-10 Shield arm struck

Shield Destroyed – No further damage

No shield - Fortitude save DC 18 or stunned d4 rounds
Bleeding at 1 per round
Damage taken is percentage of losing limb

18 Legs
Fortitude save DC 18 or stunned d4 rounds
Reflex save DC 16 or is knocked prone
Bleeding at 2 per round
Damage taken is percentage of losing limb

19 Torso
Fortitude save: DC18 or death in 2d8 rounds.
Light Armour: +2 on Save, Medium Armour: + 4 on save, Heavy Armour: +6 on save
Stunned d6 rounds
Bleeding at 3 per round

20 Head
Fortitude save DC 18 or death d4 rounds
Helmet gives + 6 on Fortitude save
Stunned for d6 rounds and is shaken
Bleeding at 1 per round
William1976

06-17-06, 12:06 PM
Does anyone have some houserules concerning decapitation and/or dismemberment? I'm planning a cmpaign where mechanical and magical grafts are quite prominent, so I'm in need of some fair rules on losing body parts. Any help would be appreciated.

I have posted this before, It is a hit location table I made some time ago, I rarely use it in my games. Just roll a d10 and see what gets diced!

For special creatures or some special damaging effect, use the table below.
1d10 Hit Locations
1-2 Hand: -1 to strength or dexterity.
3-4 Arm: -2 strength.
5 Eye: -2 to all checks involving Appraise, craft, decipher script, disable device, forgery, open lock, search, sense motive, spell craft, spot, and survival (for tracking) checks; initiative and dexterity checks; ranged attack rolls; reflex saving throws. Severe damage to both eyes causes blindness.
6 Head: -2 intelligence, wisdom or charisma.
7 Torso: -2 strength, dexterity, constitution or attack rolls.
8 Ear: -2 to all checks involving listen checks, initiative checks. Severe damage to both ears causes deafness.
9 Foot: Base speed reduced by 25%, and -1 strength or dexterity.
10 Leg: Base speed reduced by 50%, and -2 dexterity.

William