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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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E-mail me @ [email protected] Planescape, Advanced Dungeons & Dragons, Etc... are the Trademarked property of TSR Inc. a subsidiary of WOTC |