Nothing is more exciting that having that attack roll come up 20! Unfortunately, few things are more frustrating than having the damage dice come up all 1. While a critical hit can add a great deal of tension and drama to a combat, the results can sometimes be lacking. Rule Zero: Critical Hits is here to put the excitement back in to your critical hit. This reimagining of the critical hit system adds special effects and conditions to every crit, with increasing severity depending on how well you roll. From melting flesh to chopping off limbs, or just poking your foe in the eye, this system will give you the critical you deserve!
Inside this PDF, you’ll find a revised system for dealing with critical hits in your game. The system includes complete rules for making critical hits a more dynamic part of any combat, optional rules to increase or decrease the power of critical hits, and a number of new rules options designed specifically for this new system. In total, this PDF contains:
- 4 New Feats
- 5 New Spells
- 3 New Magic Item Special Abilities
- 2 Critical Hit Severity Tables
- 8 Critical Hit Effect Tables
Rule Zero states that the game belongs to the players and their Game Master and each group should make it their own. This series of short, easy to integrate PDFs are designed to give GMs the tools to tailor the game to fit their needs. Each PDF in the series features an entirely reimagined mechanic, designed to give a new perspective on an existing rule! Written by veteran game designer, Jason Bulmahn, you can be sure that these rules will fit seamlessly into your game.