Critical Hits vs undead and vampire staking (any edition)
Posted: Mon Mar 15, 2021 9:19 am
One of the most iconic scenes in movies with zombies and undead in general is dismemberment, also staking a vampire in combat is also iconic. The 3E rules say that undead are immune to critical hits, but that is problematic when you think of the zombie that is cut in half only to come crawling towards the hero, the skeleton whose head crashes by a powerful blow or the vampire who dissolves into a fiery burst when it's head is cut off or the vampire who starts running around the hall without arms in Andy Warhol's Dracula, Blood for Dracula (1974).
In my game I am using the critical hit table from 2nd edition Player's Option: Combat & Tactics , for those not familiar with that supplement, when someone fails the fortitude save (or death save in 2E) against a critical hit they roll a die for which part of the body is affected and depending on the weapon used, the type of character being hit (humanoid/animal/monster) and another die for the severity of the hit, the injury can be from a no injury, being stunned, minor injury etc to bleeding, losing an eye, losing an arm, falling into a coma or even death. Although it is not a really fast system when playing, I use it since it is always fun to see what chance has in stored for a character or monster and also helps to graphically describe the hit which also helps both in role playing the injury and making the game more realistic (a peasant can still kill a 20 lvl paladin) hehe.
My take on critical hits against undead is:
If a corporeal (naturally... or unnaturally) undead fails a fortitude saving throw when hit by a critical hit it doesn't take extra damage because undead ignore bodily functions being animated by the Negative Plane (or Positive for Ancient Dead as stated in VRGttAD). If the result is anything else except something that breaks/crushes/shatters a bone or severs a member it is ignored (and used only for cosmetic purposes).
Piercing weapons can't make a critical hit on undead (used only for "cosmetic" purpose) with the only exception being staking a vampire or any other unique undead with a similar vulnerability or if the piercing weapon is massive like a ballista.
Successful critical hits using a bludgeoning weapon can break,/crush/shatter bones disabling or disturbing movement and attacks (similar to 1/2 or 1/3 movement if a leg/foot is broken/smashed and -2 or -4 on attack rolls or no attacks with that member arm/hand/tail) unless the undead has regenerative powers or is not a low HD undead in general (a 3rd rank mummy in my mind is still impervious by these attacks unless if it has a specific vulnerability).
Severing a bodily member is permanent, disabling or disturbing movement unless the undead has regenerating or rejuvenating powers in which case the dismembered part dissolves into mist/ash when severed or decomposes to nothingness at the same rate as regeneration/rejuvenation work when it hits the ground only to reappear on the undead (the only exception being the head for vampires, which instantly destroys them or turns them to mist form and they have to find a coffin to regenerate or be destroyed, depending on the distinctiveness of the vampire. This can apply to any other undead with a similar vulnerability). A lich that had an arm smashed to pieces can still take the hand of any skeleton and attach it to itself,thus still being able to cast spells with somatic components.
Any multiplication of damage does not apply on undead as I mentioned before, even if the table mentions it, only bodily movement/attack are affected and only for low level undead.
Staking a Vampire
In 2nd edition Van Richten's Guide to Vampires the rules for staking a vampire where
A single attacker using the stake like a melee weapon must have a minimum str of 17; otherwise the blow will not be strong enough to penetrate the heart. To strike the heart, the attacker must roll a successful hit against AC-1. If either condition is not met, the stake does not penetrate the heart, and does no damage to the vampire. Two people, but no more, can cooperate in wielding the stake in melee. The sum of their Str scores must exceed 17, and they make an attack at -3 to hit because of the difficulty involved coordinating their movements. If the monster is totally immobilised no to-hit is required. Staking the vampire takes 1 round.
Now staking a vampire should be difficult as a vampire will do anything in it's power to avoid a stake to the heart. In VRGtV it states that vampires are vulnerable to wooden stakes (although variants of that still exist like specific wood, stalagmite, adamantine, bone etc) if we take this in account imagine a vampire hunter holding a wooden stake against a vampire with a breast plate, unless the PC is using a ballista I would say that would be near impossible. Then the cooperation of 2 PCs holding a stake to destroy a vampire because they don't individually have Str 17 as stated in VRGtV is the least awkward, so no it doesn't work for me. The Str limit should be more approachable and since Van Richten D&D's greatest vampire hunter has a Str of 11, I would say that a character with an average Strength score (10-11) and up, qualifies to try to stake a vampire in combat.
Since staking a vampire needs a critical hit the chances for success are already low in my system, the PC has to make a natural 20 then roll a die for body part and only when the result is chest does the vampire roll a fortitude save, if it fails the roll the vampire is incapacitated and a severance of it's head destroys it, in some cases it may be instantly destroyed as in some movies/TV series depending again on the specifics of the vampires vulnerability. Naturally a normal stake can only be used to incapacitate the vampire with a hit on the heart if the chest is unprotected, meaning if the vampire is wearing armor, then only a character with greater strength than average can bypass the armor, so here the 17+ Strength of 2nd edition could apply. Any hit with a wooden stake on any other body part except the heart does no damage only superficial or cosmetic, like a vampire being staked on the eye (then the vampire retrieves the stake and stabs the vampire hunter's heart while the vampire's eye regenerates in an instant).
Staking a vampire using a called shot
A called shot to the heart represents an attempt at a killing blow, I would allow a character staking a vampire using a called shot with a -10 penalty, If the hit is successful but is not a critical hit or a debilitating blow, I would allow a second roll for a natural 20. If the roll fails then it is just a normal hit probably doing no damage at all, if the second roll is successful (20) then the vampire rolls a fortitude save, failing that the vampire is staked.
So in general a called shot with a natural 20 becomes a normal critical hit while a successful hit with a called shot gives the PC a chance to re-roll hoping to a natural 20. A failed fortitude save by the vampire is required in both cases.
Using a crossbow to stake a vampire with a called shot can bypass all these rules only if the vampire is surprised, as the attacker has time to aim and the vampire would be more vulnerable since in another situation it would do whatever it could to protect it's heart from a propelled stake. But even in this case a successful fortitude save by the vampire can make the attack unsuccessful.
So while the chances to stake a vampire in combat are still low it can still happen, keeping the vampire a formidable enemy but also the stories of famous vampire hunters possible and making "vampire wars" or "underworld werewolf vs. vampire wars" possible as well.
Staking a vampire in it's coffin
If a vampire is awakened during it's resting (usually daylight hours) the "dozing" vampire is then considered stunned and unable to take action for 1 round. Thereafter, it can't shapechange or voluntarily assume gaseous form for an additional 1d4 rounds, although it can cast any spells it has previously memorized, use it's gazing power's or spider climb to escape. If the vampire was in it's coffin because it had previously turned to mist involuntarily after being defeated in battle, most chances are that it is stunned inside its coffin until it rests enough (usually 8 hours) though this is not always the case this is the most usual way vampires are staked.
What do you think about these, what are the rules you are using?
In my game I am using the critical hit table from 2nd edition Player's Option: Combat & Tactics , for those not familiar with that supplement, when someone fails the fortitude save (or death save in 2E) against a critical hit they roll a die for which part of the body is affected and depending on the weapon used, the type of character being hit (humanoid/animal/monster) and another die for the severity of the hit, the injury can be from a no injury, being stunned, minor injury etc to bleeding, losing an eye, losing an arm, falling into a coma or even death. Although it is not a really fast system when playing, I use it since it is always fun to see what chance has in stored for a character or monster and also helps to graphically describe the hit which also helps both in role playing the injury and making the game more realistic (a peasant can still kill a 20 lvl paladin) hehe.
My take on critical hits against undead is:
If a corporeal (naturally... or unnaturally) undead fails a fortitude saving throw when hit by a critical hit it doesn't take extra damage because undead ignore bodily functions being animated by the Negative Plane (or Positive for Ancient Dead as stated in VRGttAD). If the result is anything else except something that breaks/crushes/shatters a bone or severs a member it is ignored (and used only for cosmetic purposes).
Piercing weapons can't make a critical hit on undead (used only for "cosmetic" purpose) with the only exception being staking a vampire or any other unique undead with a similar vulnerability or if the piercing weapon is massive like a ballista.
Successful critical hits using a bludgeoning weapon can break,/crush/shatter bones disabling or disturbing movement and attacks (similar to 1/2 or 1/3 movement if a leg/foot is broken/smashed and -2 or -4 on attack rolls or no attacks with that member arm/hand/tail) unless the undead has regenerative powers or is not a low HD undead in general (a 3rd rank mummy in my mind is still impervious by these attacks unless if it has a specific vulnerability).
Severing a bodily member is permanent, disabling or disturbing movement unless the undead has regenerating or rejuvenating powers in which case the dismembered part dissolves into mist/ash when severed or decomposes to nothingness at the same rate as regeneration/rejuvenation work when it hits the ground only to reappear on the undead (the only exception being the head for vampires, which instantly destroys them or turns them to mist form and they have to find a coffin to regenerate or be destroyed, depending on the distinctiveness of the vampire. This can apply to any other undead with a similar vulnerability). A lich that had an arm smashed to pieces can still take the hand of any skeleton and attach it to itself,thus still being able to cast spells with somatic components.
Any multiplication of damage does not apply on undead as I mentioned before, even if the table mentions it, only bodily movement/attack are affected and only for low level undead.
Staking a Vampire
In 2nd edition Van Richten's Guide to Vampires the rules for staking a vampire where
A single attacker using the stake like a melee weapon must have a minimum str of 17; otherwise the blow will not be strong enough to penetrate the heart. To strike the heart, the attacker must roll a successful hit against AC-1. If either condition is not met, the stake does not penetrate the heart, and does no damage to the vampire. Two people, but no more, can cooperate in wielding the stake in melee. The sum of their Str scores must exceed 17, and they make an attack at -3 to hit because of the difficulty involved coordinating their movements. If the monster is totally immobilised no to-hit is required. Staking the vampire takes 1 round.
Now staking a vampire should be difficult as a vampire will do anything in it's power to avoid a stake to the heart. In VRGtV it states that vampires are vulnerable to wooden stakes (although variants of that still exist like specific wood, stalagmite, adamantine, bone etc) if we take this in account imagine a vampire hunter holding a wooden stake against a vampire with a breast plate, unless the PC is using a ballista I would say that would be near impossible. Then the cooperation of 2 PCs holding a stake to destroy a vampire because they don't individually have Str 17 as stated in VRGtV is the least awkward, so no it doesn't work for me. The Str limit should be more approachable and since Van Richten D&D's greatest vampire hunter has a Str of 11, I would say that a character with an average Strength score (10-11) and up, qualifies to try to stake a vampire in combat.
Since staking a vampire needs a critical hit the chances for success are already low in my system, the PC has to make a natural 20 then roll a die for body part and only when the result is chest does the vampire roll a fortitude save, if it fails the roll the vampire is incapacitated and a severance of it's head destroys it, in some cases it may be instantly destroyed as in some movies/TV series depending again on the specifics of the vampires vulnerability. Naturally a normal stake can only be used to incapacitate the vampire with a hit on the heart if the chest is unprotected, meaning if the vampire is wearing armor, then only a character with greater strength than average can bypass the armor, so here the 17+ Strength of 2nd edition could apply. Any hit with a wooden stake on any other body part except the heart does no damage only superficial or cosmetic, like a vampire being staked on the eye (then the vampire retrieves the stake and stabs the vampire hunter's heart while the vampire's eye regenerates in an instant).
Staking a vampire using a called shot
A called shot to the heart represents an attempt at a killing blow, I would allow a character staking a vampire using a called shot with a -10 penalty, If the hit is successful but is not a critical hit or a debilitating blow, I would allow a second roll for a natural 20. If the roll fails then it is just a normal hit probably doing no damage at all, if the second roll is successful (20) then the vampire rolls a fortitude save, failing that the vampire is staked.
So in general a called shot with a natural 20 becomes a normal critical hit while a successful hit with a called shot gives the PC a chance to re-roll hoping to a natural 20. A failed fortitude save by the vampire is required in both cases.
Using a crossbow to stake a vampire with a called shot can bypass all these rules only if the vampire is surprised, as the attacker has time to aim and the vampire would be more vulnerable since in another situation it would do whatever it could to protect it's heart from a propelled stake. But even in this case a successful fortitude save by the vampire can make the attack unsuccessful.
So while the chances to stake a vampire in combat are still low it can still happen, keeping the vampire a formidable enemy but also the stories of famous vampire hunters possible and making "vampire wars" or "underworld werewolf vs. vampire wars" possible as well.
Staking a vampire in it's coffin
If a vampire is awakened during it's resting (usually daylight hours) the "dozing" vampire is then considered stunned and unable to take action for 1 round. Thereafter, it can't shapechange or voluntarily assume gaseous form for an additional 1d4 rounds, although it can cast any spells it has previously memorized, use it's gazing power's or spider climb to escape. If the vampire was in it's coffin because it had previously turned to mist involuntarily after being defeated in battle, most chances are that it is stunned inside its coffin until it rests enough (usually 8 hours) though this is not always the case this is the most usual way vampires are staked.
What do you think about these, what are the rules you are using?