20-20 instant death does have a long history though... and Gygax was decidedly not a fan due to the swinginess (see bottom).
Earliest I've seen for myself was part of Michael E. Mayeau's "The Dragon Crown" OD&D adventure that was run at Pacific Encounters Convention in 1978 and published the next year by Judges Guild (16 pages for $1.75). Might be the second module I ever got (after B2 in the boxed set). Gotta love a 1 in 8,000 chance of killing yourself on each attack.
"Empire of the Petal Throne" had one in 1975 that was twice as instantly deadly (courtesy of Wikipedia):
I've heard that name before, but either never new any details or forgot them all:
http://grognardia.blogspot.com/2009/01/retrospective-empire-of-petal-throne.html
http://www.tekumel.com/about_productlist.html
The "Arduin Grimoire" in 1977 had a percentile table you got to roll on if you got a 20-20... but it wasn't always lethal.
http://jrients.blogspot.com/2007/08/great-random-charts-from-rpg-history.html
Beyond instant death, a cool page on the history of criticals in general apparently popped up just last weekend:
http://playingattheworld.blogspot.com/2013/09/the-first-critical-hits.html
Earliest I've seen for myself was part of Michael E. Mayeau's "The Dragon Crown" OD&D adventure that was run at Pacific Encounters Convention in 1978 and published the next year by Judges Guild (16 pages for $1.75). Might be the second module I ever got (after B2 in the boxed set). Gotta love a 1 in 8,000 chance of killing yourself on each attack.
After a roll of a natural '20' roll another d20:
1-14=No critical
15=Maximum damage
16=Damage roll x2
17=Maximum damage x2
18=Damage roll x attackers level
19=Maximum damage roll x attackers level
20=Instant death
After a roll of a natural '1' roll another d20:
7-20=Normal miss
6=Stumble, roll your dexterity or less on a d20 or fall. If you fall, each melee round you may attempt to rise by rolling your AC or less on a d10 (with special things about magic armor and getting help).
5=Weapon breaks. If a magic weapon, roll 2d6 and add your weapons plusses to the roll, if your total is 7 or less your magic weapon broke.
4=Hit nearest ally for 1/2 damage
3=Hit yourself for 1/2 damage
2=Possible critical hit on nearest ally.
1=Possible critical hit on yourself.
"Empire of the Petal Throne" had one in 1975 that was twice as instantly deadly (courtesy of Wikipedia):
The 1975 role-playing game Empire of the Petal Throne introduced the concept of critical hits (though not the phrase). Using these rules a player who rolls a 20 on a 20 sided die does double the normal damage, and a 20 followed by a 19 or 20 counts as a killing blow: "this simulates the 'lucky hit' on a vital organ."
I've heard that name before, but either never new any details or forgot them all:
http://grognardia.blogspot.com/2009/01/retrospective-empire-of-petal-throne.html
http://www.tekumel.com/about_productlist.html
The "Arduin Grimoire" in 1977 had a percentile table you got to roll on if you got a 20-20... but it wasn't always lethal.
http://jrients.blogspot.com/2007/08/great-random-charts-from-rpg-history.html
Beyond instant death, a cool page on the history of criticals in general apparently popped up just last weekend:
http://playingattheworld.blogspot.com/2013/09/the-first-critical-hits.html
Gygax wrote in Dragon #16 (July 1978) that "the 'critical hit' or 'double damage' on a 'to hit' die roll of 20 is particularly offensive to the precepts of D&D." When critical hits (or fumbles) are played, as he puts it, "the whole game system is perverted, and the game possibly ruined" by the precipitous deaths of powerful monsters or player characters. This text anticipates the blanket dismissal that would show up in the Dungeon Masters Guide the following year of "such rules as double damage and critical hits" (pg.61).
Last edited: