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 Alternate Method for Critical Wounds

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wyldhunt
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PostSubject: Alternate Method for Critical Wounds   Mon 29 Jun 2009 - 5:59

I'm not suggesting that the following become official - I'm just sharing what our local campaign has decided to do for Critical Wounds.

In our previous campaign a few years ago, we used the Optional Critical Wounds table - it was fun and varied, but really slowed down the games and led to some arguments (especially the infamous Ricochet). In researching for our current campaign, I found one website (can't locate it again at the moment) which had a much simplified way of handling Critical Wounds. I reworked this a little more so that armor would always have a role, even against Critical Wounds, and this is what we ended up with:

- If an Armor Save was allowed and successful, the target still takes 1 Wound. (At least the armor stopped the additional effects below!)

- If no Armor Save was made, and all other Wound avoidance abilities also failed:
-- If the target has at least 2 Wounds left, it takes 2 Wounds.
-- If the target has only 1 Wound left, there is a +2 to the Injury roll.

Our first game yesterday using this Critical Wounds method was very successful and well-received.
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ts061282
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PostSubject: Re: Alternate Method for Critical Wounds   Mon 29 Jun 2009 - 8:37

wyldhunt wrote:
infamous Ricochet

?

Why were these changes needed?
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wyldhunt
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PostSubject: Re: Alternate Method for Critical Wounds   Mon 29 Jun 2009 - 16:42

ts061282 wrote:
Why were these changes needed?
To increase our group's enjoyment in playing Mordheim!
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Popmouth
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PostSubject: Re: Alternate Method for Critical Wounds   Tue 21 Jul 2009 - 2:39

I love the ricochet rule it's one of the most exhilarating moments in Mordheim, and can make the most sturdy foe pale on sight.
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cianty
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PostSubject: Re: Alternate Method for Critical Wounds   Tue 21 Jul 2009 - 2:57

Popmouth wrote:
I love the ricochet rule it's one of the most exhilarating moments in Mordheim, and can make the most sturdy foe pale on sight.

Most definately! thumbsup

wyldhunt wrote:
To increase our group's enjoyment in playing Mordheim!

And this is where preferences differ. We love the advanced critical hits chart because we enjoy variety and complexity of possible situations instead always the same happening. Then you could just stick to the normal rules for criticals.

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wyldhunt
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PostSubject: Re: Alternate Method for Critical Wounds   Tue 21 Jul 2009 - 5:45

cianty wrote:
And this is where preferences differ.
Which is cool.

cianty wrote:
Then you could just stick to the normal rules for criticals.
Not for us, because we wanted armor to always have a possibility of helping, even with criticals.

In fact, were I to rewrite the official rules, I'd replace the normal rules for criticals with what I have, and expand the Optional Advanced Criticals tables into a d66 monster chart, similar to Rolemaster's charts, to allow the full "unique and wild" experience of them. Playing with Mordheim's Advanced Critical charts did not give a full feeling of variety, especially for missile weapons (since it's always the same three results there).

The streamlining of play and allowing armor to always have a chance to help is what prompted the change. This is also what the source of our criticals house rules allowed - and I still haven't found that website again...
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PostSubject: Re: Alternate Method for Critical Wounds   Today at 4:57

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