KEM10 said:
One of my DMs still uses the critical hit/miss tables from AD&D in his 3.5 campaign. That's how my barbarian lost his left arm and was stuck with a ghost replacement limb. It keeps it interesting when you critically hit and miss and is significantly more helpful than double damage.
lomylithruldor said:
It doesn't need to be GM fiat. Your example looks like Exalted's way of handling big hits. If a hit is strong enough, there's knock-back and/or knockdown involved (dmg vs stam so a stronger enemy won't be pushed around as much as a weak one). With Exalted, the collateral damage made by bodies flying around doesn't do extra damage since it's only for cinematic effect. You can always make an house rule for these kind of critical hits.
Oh yes, this is definitely one way of doing it: both of you are describing either using set rules (Exalted, old AD&D), or deciding on a house rule for how to handle e.g. a critical hit outside of the rulebook. If such a rule exists, then nothing could be simpler than adapting one's 'visceral' language to the rule. Of course, this does quickly add up to quite a few rules. There's a reason why many systems don't have explicit rules for stuff like this, in my mind exactly in order to allow the GM/Players to decide for themselves how to deal with it.
Just to make it clear again: I DON'T MIND if the GM on the spot claims that a particularly nasty swing or gunshot or whatever had some effect that goes beyond the rules (=GM fiat), as long as it's a fair judgement (or a rule of cool judgement
. I, in fact, think that it's totally awesome if my character's critical brawl attack is interpreted as a kick to the gonads, putting the enemy out of commission (despite said enemy still having plenty of HP left, and despite there being no 'rules' about gonad-kicking around). I furthermore don't mind if my next critical brawl attack is NOT interpreted as a gonad-kick, but instead as...heck...just a particularly nasty haymaker or whatever, with no extra effects.
What I've taken issue with is Mr. Macris' stated dislike towards such elements of 'fudging', and although I agree with him to a degree, I am still of the opinion that rules can be broken and worked around in the interest of the narrative. In particular when they're in the grey areas, such as "what exactly does '20 damage' mean in non-mechanical terms?'. No, I am not saying that fudging a dice so that 20 damage vs. your 2 hp somehow does not come to mean "instant and gruesome death", and here I and Mr. Macris agree. But fudging a dice so that 20 damage vs. a critter with 25 hp ends up with that critter getting a leg chopped off (if such an outcome should be expected) I think is perfectly okay. -Especially- if the players have solicited such an outcome through their actions ("I swing my axe at the creature, who is standing on a rock in front of me, in an effort to chop off its legs").
Yes, once again, there CAN be rules for all of this (I know there are usually rules for targeting specific bodyparts etc., before someone comes and bashes that example as well), but there is generally a -reason- why combat rules in practically all tabletop games essentially boil down to abstractions in the form of 'attack rolls' and 'hitpoints': because having rules, house or not, for every possible real-life combat situation is just not going to happen! It's all far too complicated for that.
So, to summarize my point: gruesome language is awesome, and gruesome GM fiat results of using said language is awesome (but would contradict earlier statements by the article author with regards to fudging and GM fiat).