This option would allow for the players modified attack roll difference (vs target number) to imply mechanically a deadlier blow was delivered.
How it Works
You roll to hit as normal. If a successful strike was delivered, subtract the target number from the players modified die roll total. This result is then compared to the chart below :
- Difference of 1 to 3 = 2pts damage
- Difference of 4 to 6 = 4pts damage
- Difference of 7 to 9 = 6pts damage
- Difference of 10 or more = 6pts+1d6 damage
- If a two handed weapon is used in combat add +2 to the damage done
You may wish to add a bit of flair or impact to combat. To do so (for roughly man sized opponents)see the options below:
- IF DAMAGE RESULT IS 4 POINTS roll an additional 1d6. If the result is an even number there is no additional effect, if the roll is an odd number the target staggers back a distance in feet equal to number on die roll.
- IF DAMAGE RESULT IS 6 POINTS roll an additional 1d6. If the result is an even number the target staggers back a distance in feet equal to the number rolled. If the result is an odd number, the target falls to the ground and must spend their next action standing up.
- IF DAMAGE RESULT is 6+1d6 use the total sum of damage. If the result is an even number the target is knocked down and must spend their next action standing up. If the result is an odd number, the target is knocked down and stunned and may make no action on their next turn. The next action the target makes is either to stand or flee.
Mechanical Example: The player attacks a target wearing leather armor (AC12) The player rolls a d20 and gets a result of 16. The difference between the target number (12) and the die roll (16) is 4. Using the damage chart it shows 4 points of damage are applied to the target. Using the optional rules the player would roll another d6 to see if there was knock back. The player rolls and gets a result of 3, so the target would stagger back 3 feet after taking the damage
Cinematic version: Toshiro Redcap spies an archer guarding a passage way up ahead. Clinging to shadows cast by flickering torchlight he creeps to within striking distance. Edging closer his final step suddenly sends a sharp squeak into the silence. The nightingale board gives away Toshiro’s movement and the archer spins round on him drawing back his bow. The archer turns too late as Toshiro’s katana slashes down cleaving the gap between them and biting through the archer’s armor. Blood wells from the cut and the archer staggers back in pain and surprise.
I think mechanically it works and fits with the cinematic combat of earlier editions. Jim at Carjacked Seraphim posted a simple to use chart for this mechanic to use with OD&D and/or other d20 systems. Kudos Jim! I can't wait to use your chart for my Halloween haunted house game.