Shields Shall Be Splintered: A character wielding a shield may elect to have the
shield be destroyed in order to avoid being struck by a killing blow. Magical s
hields are knocked out of the character's hand and a full-round action must be s pent to pick it up again. Helmets Shall Be Dented: A character wearing a helmet may elect to have the helm et ruined in order to avoid suffering a critical hit. This reduces all damage do ne to 1 point. Magical helmets are knocked off a character's head and a full-rou nd action must be spent picking it up and putting it back on. Feel The Burn: I know I read this elsewhere but currently can't find the source. A character may take a permanent 1 point loss in Stamina to heal 1 hit dice wor th of hit points. If the reduction in Stamina results in a penalty (or a loss of a bonus), the maximum hit point total of the character is affected. Coup de Grace: As long as a creature has the discernible anatomy for a coup de g race, it may be performed on their defenseless body. Prone but active targets st ill require a roll to hit. Shields Shall Be Splintered (from Crawl! #2 with modifications) A character may choose to absorb all damage from a single attack, including effe cts generated by a critical hit, by sacrificing his/her shield. The shield is im mediately rendered useless and cannot be effectively repaired. Magic shields rec eive a saving throw (DC10 vs. d20 + Luck Modifier + Shield Bonus) when deflectin g blows of this nature. Magic shields that do not provide an AC bonus still rece ive a +1 modifier against this saving throw. Success means the shield remains in tact, but is knocked 1d6 yards away in a random direction. Failure results is a destroyed shield that loses all magical properties. Dexterity as Armor Class: A character that elects to wear no armor may use his D EX score as his AC. He may wear a Helmet and/or use a Shield but will only gain the AC bonus of a shield. Shields shall be Splintered: Any damage from a single attack can be ignored by b eing absorbed by a shield, including a CRITICAL hit. When used this way, the shi eld is shattered by the blow and becomes useless. Magic shields get a DC15 save made on a d20 + magical bonus, if successful they knocked 1d6 yards away, failur e they are shattered. ( http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html ) Than ks Trollsmyth for this. Helmets shall be Shattered: This rule is similar to Splintered Shields, but a he lmet can only absorb a single CRITICAL hit, or any specific attack to the head. When used this way roll a D10 modified by Luck and compare result to the Table on page 19 of CRAWL #2. or see below: Table: Critical hit to the Head (d10 modified by Luck) 1 or less Helmet Shattered, take the full damage, blood in eyes, blinded for 1 round 2-3 Helmet Shattered, take half damage. 4-5 Helmet Shattered, take half damage, stunned no actions for 1 round . 6-7 Rang like a bell. Helmet Shattered, deaf for 1d4 rounds, no other damage. 8-9 Helmet dented & knocked off, take no damage. 10 + A glancing blow, take no damage.
Optional Healing, or "How to Get Healed Without a Cleric":
The following options are based on rules used in "Savage Swords of Athanor" by Doug Easterly. I gave modified them for DCC. I wanted to have ways for charac ters to be able to heal without needing someone to play a Cleric. Wound Binding: Immediately after a battle, PC's can bind their own and/or anothe r's wounds. This takes 10 minutes of game time. If interrupted, say by wandering monsters; then only 1D3 hit points are healed. Otherwise the PC may roll 1HD wo rth of healing for himself or the person he is binding. Additionally, a characte r with the Healer Occupation may up his Die roll by 1 step in the Dice Chain. ** This only heals damage lost in the battle that was just fought, and will not help conditions such as poison, broken limbs, etc.