I like Makofan's suggestion that we try the killing shot model for a bit and then decide. If you are asking for a vote now, my preference is one polar opposite or the other. Either killing shot, or full shares for all present. Anything in between is difficult to judge fairly, imo.
"Most of the rules are only between my ears and they're constantly changing" - Dave Arneson
We will be using a variation of a system proposed on these very forums to resolve matters of stealth and hiding. I have re-posted this information with a more exact breakdown of how stealth is calculated.
The base chance is 45% for all characters. This value is modified by:
A great helm provides more protection (+1 to AC over armor or +2 if worn solo) but wearing one might affect a character adversely in two ways.
Perception: when making a perception roll the d100 is rolled twice and the worse result taken.
Sorcery: certain spells, specifically those that deal with perception or need to be "targeted" at a foe likewise roll 2 d100's for the roll and take the worse result. A great helm will affect spellcasting outside combat or a stressful situation, it still remains automatic in that case.
These rules work normally for player characters as stated in the EPT rulebook. If a natural "20" is rolled on an attack roll it always hits and there is an outright 10% chance of the blow slaying the enemy there and then, should this not occur double damage is dealt (damage dice are rolled twice and added).
A natural 20 rolled by a normal NPC or a monster always hits a PC for normal damage but has a 20% chance of "knocking him out".
Some "named" NPCs might make use of the critical hits rules as used for player characters.
I found my old sheet with the changed spell names for EPT, so here it is. I will upgrade the character sheets with the new titles where appropriate.
These revised spell names for spells for Tekumel where taken/adapted from the lists in Swords & Glory / Gardasyial. These spells work still work as indicated in the rulebook and the numbers correspond to those listed on 20-28 of the EPT rulebook. Note that some Priest and Sorcerer spells are repeats of Group I-III ones.
The names have been altered for greater immersion and faithfulness to Tekumelyani mythos.
Priest Spells 3. Light and Darkness 4. Perception of the Energies 5. Healing 6. Ascertainment 7. Telepathy 8. Periplus of the Planes 9. Domination 10. Blessing of the Planes 11. Revivification
Sorcerer Spells 1. Control of Self 2. Phantasms 3. Clairaudience 4. Clairvoyance 5. The Unseen Hand 6. Astrology 7. Spiritism 8. Zoic Domination 9. Necrofacture 10. Necromantic Domination 11 . Summoning of the Spectral Hosts 12. The Grey hand
Group I Spells (Universal) 1. Tranquilizing 2. Nutrification 3. Summonings 4. Favoring / Execration 5. Discerner of Enchantments 6. Negation of Instability / Vindication of Instability 7. Barring and Broaching 8. Terrorization 9. Healing 10. Enchantment of Rising Above All 11. Light and Darkness 12. Elicitation 13. Sagacity 14. Derangement 15. Pestilence 16. Periplus of the Planes 17. Hymnal of the Lords of Darkness 18. Scrutiny of the Omniscient Eye
Group II (General) 1. Zoic Domination 2. Congelation 3. Greater Summonings / Replication of the Heroes 4. Purgation of Infirmities 5. Disenchantment 6. Far-seeing 7. The Hands of Kra the Mighty 8. Healing II 9. Invisibility 10. Alleviation 11. Polycrest of the Third Octant 12. Petrifaction 13. Soporiferouness 14. Acceleration / Lassitude 15. Transmutation 16. The Vapor of Death 17. Dissection 18. Zoomorphy Group III (Temple) 1. Phantasms 2. Adornment & Emulation 3. Seismism 4. The Ultimate Servant 5. Demonology 6. Doomkill 7. Invigorator of Weapons and Armor 8. The Missile of Metallja / Bolt of Imminent Immolation 9. Aeriality 10. The Sphere of Impermeable Quiescence 11. Invulnerability 12. Mind-bar 13. Irrefutable Edict 14. Necrofacture 15. Re-embodiment 16. Sorcerous Research 17. Sending of Evil 18. The Inimitable Defender 19. The Silver Halo of Soul Stealing 20. Translocation 21. Vallation of Fire/Ice/Stone/Blades/Tanglevines/Water/Wind 22. Rituals of the Ebon Bindings