2e Critical Hit Tables

Xar

First Post
I am thinking to convert the old critical hit tables from Combat&Tactics and Spells&Magic. But because they were pretty good stuff I am wondering: did anyone allready tried this? If so, then where can I find it?

If not, then I could still use your help to convert them. The tables from C&T are easy to do, you just roll on it when you score a crit. The stuff about bleeding damage and such stay the same. But the magic criticals from S&M are more tricky. Do I have to use them when a spell gets a 'crit' (like a 20 to-hit with Melf's), or when you roll a 1 on your save? Also, there was something about an increasing chance to get a crit as your mage gets higher level. Any suggestions about converting them?

I still think back to the gory and glorious battles of 2nd edition, when the halflings leg was ripped off by a troll, arms were flying around in duals against the evil landlord and when the dragon was killed by a single lucky blow throu his eye...
 

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Well, under the Spells and Magic system, critical hits were generated when the target of a spell rolled a natural 3 or less on his saving throw and failed by a margin of 5 or more.

When the spell didn't have a save, you rolled one anyway. (Bad mechanic, down boy, heel.)

This only worked because in 2e, your Saving Throw number went down as you increased in level. (A 9th level Fighter, for example, would save against ANY spell effect on the roll of 11 or more.) My reccommendation (and I know you're not going to want to hear this) would be to go through the PHB and actually assign a Critical Threat range to all the spells.

Have the spellcaster roll a d20 when he casts a spell, keep the severity and location tables the same and pity the poor unfortunate who fails his save.
 

That would just take too long. But I actually liked the idea that you would always have to roll a save, even if the actual spell didn't let you. This way every spell would be just as dangerous and even a lowly Magic Missile could take your eyes out.

But how about a Fort save against a DC that depends on the caster level of the spell or the spell level itself? This way, an experienced caster could more easily cause a critical effect, and low-levels would be affected more than experienced people.

But I can see some problems comming from this; how could you calculate the caster level of a dragons breath weapon, for example? It would be silly to say that a Fireball could burn off your hand, but a dragons breath can't.

And there is still the question about when to use the critical effects. With the weapon damage it's easy: on a critical hit roll your Fort save or suffer the effects. But on a spell effect? Do you have to roll a 1 on your save (roll even if you do not get one)? And then roll AGAIN to check if you can shake down the effect?

It gets to complicated to me... any suggestions?
 


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