North Houston Rise of the Runelords
Critical Hit Deck Rules
Whenever a player confirms a crit, that player draws one card from the deck and follows the result appropriate to weapon’s damage type. (bludgeoning, piercing, or slashing). For magical attacks, use the magic entry.
If the weapon has a x3 critical hit modifier, increase the base damage by one step. So a card that deals “normal” damage plus an effect would instead deal “double” damage plus the listed effect. Cards that deal “double” damage would deal “triple” damage, and so on. If the weapon has a x4 critical hit modifier, increase the base damage dealt by the card by two steps.
If the character scoring the critical hit also has weapon focus in the weapon used, the player draws an additional card and chooses which to apply.
The player must take the card’s result unless it cannot be applied, in which case the player rolls x2, x3, etc. damage normally.
GM will only draw cards for crits scored by major villains or NPCs.
When monsters score crits, the following guidelines apply
- slams, tail slaps, wing attacks and tentacles do bludgeoning damage
- Bites, stings, and spikes do piercing damage
- Claws do slashing damage
Bleed: Effects that cause bleed deal the listed amount of damage at the end of the affected character’s turn. Unless otherwise noted, all ability bleed is damage (not drain). Bleed can be ended by any magical cure spell or a DC 15 Heal check made as a standard action.
Save: Unless a DC is listed, the DC for any save that is called for is equal to the confirmation roll used to score the critical hit (after all modifiers have been applied). Saves only affect additional critical effects, never base weapon damage.
Until Healed: This always refers to the additional damage done or bleed effect, not the weapon (or spell) damage.
Source: Gamemastery Critical Hit Deck rules.