Critical Hits & Misses
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CRITICAL HITS AND MISSES TABLES

 

When a Natural 95%+ is rolled, so long as it exceeds the to hit roll by 15%, the DM/ or player rolls percentile dice to determine the effect.

 

1d100   EFFECT

-----   ------

01-30   no extra effect

31-45   double damage

46-55   extra attack

56-60   automatic max damage

61-65   triple damage

66-70   opponent automatically loses initiative next round

71-75   opponent loses next round of attacks

76-79   opponent must make con check or be stunned for 1d4 rds

80   opponent must make con check or be unconscious for the next 2d4 turns

81-85   disarmed

86-90   major limb crippled (DM's discretion) x2 damage

91-93   major limb removed (DM's discretion) x3 damage

94-00   dramatic effect (DM's discretion)

 

But if one is to have a Crit Hit Table then one must also have a Crit Miss 5% or less Table...

 

1d100   EFFECT

-----   ------

01-30   no extra effect

31-45   +4 on AC for remainder of the round

46-55   loose next round of attacks

56-65   above two combined

66-75   hit wrong person (DM's discretion)

76-80   self inflicted damage [weapon damage only]

81-85   double self-inflicted wound

86-90   lose grip on weapon

91-95   weapon must save vs. crushing blow or be broken

96-00   dramatic effect (DM's discretion)

 

By the way, the formula we use for figuring damage on Crit Hits goes as follows...

 

[weapon damage + (weapon pluses)] x damage multipliers +

specialization + strength + damage for any spell/special effects

 

It can get messy, messy, messy...

 

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