Crit Tables

Seventh Son

First Post
Greetings :D

I'm looking for a good n' simple critical (and Fumble Table). Torn Asunder is cool, but I wanted one that I don't have to flip thru a bunch of pages when I need a result.

Anyone have one they like?
 
Last edited:

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Here's the homebrewed system I use (I've been considering adding more 'levels' to the severity and maybe expanding the chart- we'll see).

When a character suffers a critical hit, roll severity based on the proportion of damage done vs. the victim's current hit points. (The reason for using current rather than total hp is that otherwise high hit point creatures could never suffer a grievous wound.) Thus, if a 6th-level fighter with 60 hp suffered a crit for 20 hp, it would be merely a major wound. If she then suffered a second crit for 45 hp (reducing her to -5) it would be an incapacitating wound.

Severity[/i]
Major Wound (less than half current hp): Roll1d12.
Grievous Wound (over ½ hp, still above 0): Roll 2d12
Incapacitating Wound (0 or less, still alive): Roll 4d8
Lethal Wound (dead): Roll 3d6+22.



1 Knocked Back 5’
2 Knocked Prone
3 Staggered 1 round
4 Dazed 1 round
5 Disarmed
6 Lose Shield (or off-hand weapon)
7 Break Finger, Toe or Nose; -1 to checks with hand/foot
8 Break Ribs (1d6); take 1d6 nonlethal damage whenever you run/charge
9 Lose 1d6 Teeth
10 Break Fingers (1d5) or Toes (1d5) or Lose an Ear
11 Break Hand, Foot, or Face; -2 to anything using injured part
12 Break Jaw; -2 to Bluff or Diplomacy, 20% verbal spell failure
13 Break Lower Arm, Lower Leg or Collarbone; -4 to anything using injured part, aggravating it deals 1d6 nonlethal damage
14 Damage to Armor, Shield or Weapon as well as target
15 Muscle Damage; take 1d4 Str damage
16 Internal Damage; take 1d4 Con damage
17 Break Upper Arm, Thigh or Sternum; -4 to anything using the injured part, aggravating it deals 1d6 lethal damage
18 Hamstrung, -10’ speed
19 Lose an Eye
20 Lose Fingers (1d5) or Toes (1d5) or Nose
21 Lose Hand or Foot
22 Deafened
23 Stunned 1d4 Rounds
24 Lose Lower Arm or Lower Leg
25 Lower Jaw Ripped Free; -8 to Diplomacy checks, 75% spell failure
26 Gutted; take 1d6 Str and Dex damage, 50% chance to tangle feet each square of movement, which inflicts 1d6 hp of damage to the victim
27 Vocal Cords Destroyed; no speech or verbal spellcasting
28 Brain Damage, 1d4 points each of Int, Wis and Cha drain
29 Knocked Unconscious 5d20 Minutes
30 Shattered Knee or Elbow; completely unusable, requires a regenerate to fix
31 Both Eyes Put Out, Blinded
32 Spine Shattered, Paralyzed (roll 1d6: 1– total; 2- neck down; 3- waist down; 4- left side; 5- right side; 6- arms only)
33 Throat Slit
34 Groin Destroyed
35 Heart Destroyed
36 Brain Destroyed
37 Decapitated
38 Unseemed from Nave to Crotch
39 Head Pulped
40 Cut in Half



The beautiful thing about my system is that it reflects the damage done by a crit rather than determining it (so you'll only get your skull crushed if the crit already kills you).

Though I have been considering a magic weapon property that increases the severity of a crit... ;)
 


Here is the critical miss table we use in my games:

Melee - roll 1d10
1-2 : You have overextended yourself. Lose 1 attack at your
highest bonus next round.
3-4 : You have left an opening in your defense. Opponent
gets a free AoO against you instantly. This does not
bestow your opponent with an extra AoO.
5-6 : Fickle finger of fate. Through some accident, you have
managed to wound yourself. Take 1d10 points of
damage.
7-8 : Fumbled! Your weapon slips from your grasp and
tumbles to your feet. Be careful next time.
9-10 : GM Choice. Don't make me angry. You won't like me
when I'm angry.

Ranged - roll 1d10
1-2 : You have overextended yourself. Lose 1 attack at your
highest bonus next round.
3-4 : Fumbled! Your weapon slips from your grasp and
tumbles to your feet. Be careful next time.
5-6 : Fickle finger of fate. Through some accident, you have
managed to wound yourself. Take 1d10 points of
damage.
7-8 : Dropped your ammo! Crap! Requires a full-round action
to gather it back up. In the case of spells, you just
dropped your components.
9-10 : GM Choice. I hope your friends like you. Cause you
just shot one.

Critical Misses utilizing Unarmed Attacks resut in 1d6 damage in the case of a result of 7-8.

Critical Misses involving rays, energy missiles, and a few other spells result in 1d6 damage in case of 3-4.

Its fairly simple, and not too deadly. We don't use any special rules for critical hits, but I have two tables for such on my computer (most likely scavenged from these boards ... if you are the author of one of these I'm sorry, I didn't keep track of your name! :heh: )
 

Attachments


the Jester said:
Here's the homebrewed system I use (I've been considering adding more 'levels' to the severity and maybe expanding the chart- we'll see).

When a character suffers a critical hit, roll severity based on the proportion of damage done vs. the victim's current hit points. (The reason for using current rather than total hp is that otherwise high hit point creatures could never suffer a grievous wound.) Thus, if a 6th-level fighter with 60 hp suffered a crit for 20 hp, it would be merely a major wound. If she then suffered a second crit for 45 hp (reducing her to -5) it would be an incapacitating wound.

Severity[/i]
Major Wound (less than half current hp): Roll1d12.
Grievous Wound (over ½ hp, still above 0): Roll 2d12
Incapacitating Wound (0 or less, still alive): Roll 4d8
Lethal Wound (dead): Roll 3d6+22.



1 Knocked Back 5’
2 Knocked Prone
3 Staggered 1 round
4 Dazed 1 round
5 Disarmed
6 Lose Shield (or off-hand weapon)
7 Break Finger, Toe or Nose; -1 to checks with hand/foot
8 Break Ribs (1d6); take 1d6 nonlethal damage whenever you run/charge
9 Lose 1d6 Teeth
10 Break Fingers (1d5) or Toes (1d5) or Lose an Ear
11 Break Hand, Foot, or Face; -2 to anything using injured part
12 Break Jaw; -2 to Bluff or Diplomacy, 20% verbal spell failure
13 Break Lower Arm, Lower Leg or Collarbone; -4 to anything using injured part, aggravating it deals 1d6 nonlethal damage
14 Damage to Armor, Shield or Weapon as well as target
15 Muscle Damage; take 1d4 Str damage
16 Internal Damage; take 1d4 Con damage
17 Break Upper Arm, Thigh or Sternum; -4 to anything using the injured part, aggravating it deals 1d6 lethal damage
18 Hamstrung, -10’ speed
19 Lose an Eye
20 Lose Fingers (1d5) or Toes (1d5) or Nose
21 Lose Hand or Foot
22 Deafened
23 Stunned 1d4 Rounds
24 Lose Lower Arm or Lower Leg
25 Lower Jaw Ripped Free; -8 to Diplomacy checks, 75% spell failure
26 Gutted; take 1d6 Str and Dex damage, 50% chance to tangle feet each square of movement, which inflicts 1d6 hp of damage to the victim
27 Vocal Cords Destroyed; no speech or verbal spellcasting
28 Brain Damage, 1d4 points each of Int, Wis and Cha drain
29 Knocked Unconscious 5d20 Minutes
30 Shattered Knee or Elbow; completely unusable, requires a regenerate to fix
31 Both Eyes Put Out, Blinded
32 Spine Shattered, Paralyzed (roll 1d6: 1– total; 2- neck down; 3- waist down; 4- left side; 5- right side; 6- arms only)
33 Throat Slit
34 Groin Destroyed
35 Heart Destroyed
36 Brain Destroyed
37 Decapitated
38 Unseemed from Nave to Crotch
39 Head Pulped
40 Cut in Half


I like that.

I like that a lot.

Hell, next time I DM, I'm using that.
 

If you have the Dragon Archive you could look up the old 1e/2e article on Critical Hits and Misses and modify that for 3E. That's sort of what I have done.
I don't recall which Dragon it is in off the top of my head and I don't have access to my notes on it at this time, (at work and all).

RD
 

I'm currently using the 2E critical tables that were on the DM's screen. I have 'em typed up if anyone would like those, but they're fun. You roll for where the critical occurs (arm, leg, head, etc.), and then how severe it is. Anywere from decapitations to manglings! YAY!
 

the Jester said:
Here's the homebrewed system I use (I've been considering adding more 'levels' to the severity and maybe expanding the chart- we'll see).

When a character suffers a critical hit, roll severity based on the proportion of damage done vs. the victim's current hit points. (The reason for using current rather than total hp is that otherwise high hit point creatures could never suffer a grievous wound.) Thus, if a 6th-level fighter with 60 hp suffered a crit for 20 hp, it would be merely a major wound. If she then suffered a second crit for 45 hp (reducing her to -5) it would be an incapacitating wound.

Severity[/i]
Major Wound (less than half current hp): Roll1d12.
Grievous Wound (over ½ hp, still above 0): Roll 2d12
Incapacitating Wound (0 or less, still alive): Roll 4d8
Lethal Wound (dead): Roll 3d6+22.



1 Knocked Back 5’
2 Knocked Prone
3 Staggered 1 round
4 Dazed 1 round
5 Disarmed
6 Lose Shield (or off-hand weapon)
7 Break Finger, Toe or Nose; -1 to checks with hand/foot
8 Break Ribs (1d6); take 1d6 nonlethal damage whenever you run/charge
9 Lose 1d6 Teeth
10 Break Fingers (1d5) or Toes (1d5) or Lose an Ear
11 Break Hand, Foot, or Face; -2 to anything using injured part
12 Break Jaw; -2 to Bluff or Diplomacy, 20% verbal spell failure
13 Break Lower Arm, Lower Leg or Collarbone; -4 to anything using injured part, aggravating it deals 1d6 nonlethal damage
14 Damage to Armor, Shield or Weapon as well as target
15 Muscle Damage; take 1d4 Str damage
16 Internal Damage; take 1d4 Con damage
17 Break Upper Arm, Thigh or Sternum; -4 to anything using the injured part, aggravating it deals 1d6 lethal damage
18 Hamstrung, -10’ speed
19 Lose an Eye
20 Lose Fingers (1d5) or Toes (1d5) or Nose
21 Lose Hand or Foot
22 Deafened
23 Stunned 1d4 Rounds
24 Lose Lower Arm or Lower Leg
25 Lower Jaw Ripped Free; -8 to Diplomacy checks, 75% spell failure
26 Gutted; take 1d6 Str and Dex damage, 50% chance to tangle feet each square of movement, which inflicts 1d6 hp of damage to the victim
27 Vocal Cords Destroyed; no speech or verbal spellcasting
28 Brain Damage, 1d4 points each of Int, Wis and Cha drain
29 Knocked Unconscious 5d20 Minutes
30 Shattered Knee or Elbow; completely unusable, requires a regenerate to fix
31 Both Eyes Put Out, Blinded
32 Spine Shattered, Paralyzed (roll 1d6: 1– total; 2- neck down; 3- waist down; 4- left side; 5- right side; 6- arms only)
33 Throat Slit
34 Groin Destroyed
35 Heart Destroyed
36 Brain Destroyed
37 Decapitated
38 Unseemed from Nave to Crotch
39 Head Pulped
40 Cut in Half



The beautiful thing about my system is that it reflects the damage done by a crit rather than determining it (so you'll only get your skull crushed if the crit already kills you).

Though I have been considering a magic weapon property that increases the severity of a crit... ;)



I agree I like this too, I might have to incorporate it into my existing stuff. Boy the players are going hate criticals even more..... :]


RD
 


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