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Crit charts in D&D?
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<blockquote data-quote="phindar" data-source="post: 3300562" data-attributes="member: 37198"><p>I like the Crit/Fumble table I came up with (big surprise, a gamer likes a rule he thought up), but I'll admit its a little cumbersome for regular play. I devised it as part of vastly stripped down combat system for a <strong>Gladiators!</strong> game, basically to take out all the unnecessary complications in D&D combat to add in complications I thought were more interesting.</p><p></p><p>My system was based on the 3e concept of Confirming the Critical. When you rolled a crit chance or a fumble, you rolled again to confirm and if that confirmation roll would have hit (for a crit) or missed (for a fumble), you got a special effect. For Crit Confirmations, if you rolled under a 10 and still hit you got a free opposed roll based on the combat manuevers (trip, disarm, sunder, etc). For Fumble Confirmations, if you rolled over a 10 and still fumbled, you did something bad (dropped weapon, hit self, damaged weapon, etc). </p><p></p><p>None of the critical or fumble effects involved decapitations, dismemberment or special damage; they were all based around exisiting manuevers, except for the 20/20. As a hold-over/tribute to my old 2e group, a 20/20 was an Instant Kill, which immedately reduced your opponent to 0 hit points (disabled, not dying). </p><p></p><p>As I have pointed out, this may or may not jive with your idea of D&D combat. I designed it for a game where the only combat (more or less) takes place within a gladiatorial arena, and so I wanted that arena to be a place where random, chaotic things happened. I wanted that arena to be a little scary, for every sword strike to offer a chance (400:1 in fact) of death (or at least, incapacitation). </p><p></p><p>I still like this system, but in order for me to be comfortable with the level of complexity it adds, I had to take a lot of complexity out in other areas. YMMV.</p></blockquote><p></p>
[QUOTE="phindar, post: 3300562, member: 37198"] I like the Crit/Fumble table I came up with (big surprise, a gamer likes a rule he thought up), but I'll admit its a little cumbersome for regular play. I devised it as part of vastly stripped down combat system for a [b]Gladiators![/b] game, basically to take out all the unnecessary complications in D&D combat to add in complications I thought were more interesting. My system was based on the 3e concept of Confirming the Critical. When you rolled a crit chance or a fumble, you rolled again to confirm and if that confirmation roll would have hit (for a crit) or missed (for a fumble), you got a special effect. For Crit Confirmations, if you rolled under a 10 and still hit you got a free opposed roll based on the combat manuevers (trip, disarm, sunder, etc). For Fumble Confirmations, if you rolled over a 10 and still fumbled, you did something bad (dropped weapon, hit self, damaged weapon, etc). None of the critical or fumble effects involved decapitations, dismemberment or special damage; they were all based around exisiting manuevers, except for the 20/20. As a hold-over/tribute to my old 2e group, a 20/20 was an Instant Kill, which immedately reduced your opponent to 0 hit points (disabled, not dying). As I have pointed out, this may or may not jive with your idea of D&D combat. I designed it for a game where the only combat (more or less) takes place within a gladiatorial arena, and so I wanted that arena to be a place where random, chaotic things happened. I wanted that arena to be a little scary, for every sword strike to offer a chance (400:1 in fact) of death (or at least, incapacitation). I still like this system, but in order for me to be comfortable with the level of complexity it adds, I had to take a lot of complexity out in other areas. YMMV. [/QUOTE]
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