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<blockquote data-quote="Caliber" data-source="post: 1674496" data-attributes="member: 1310"><p>Here is the critical miss table we use in my games:</p><p></p><p>Melee - roll 1d10</p><p>1-2 : You have overextended yourself. Lose 1 attack at your </p><p> highest bonus next round.</p><p>3-4 : You have left an opening in your defense. Opponent </p><p> gets a free AoO against you instantly. This does not</p><p> bestow your opponent with an extra AoO.</p><p>5-6 : Fickle finger of fate. Through some accident, you have </p><p> managed to wound yourself. Take 1d10 points of </p><p> damage.</p><p>7-8 : Fumbled! Your weapon slips from your grasp and </p><p> tumbles to your feet. Be careful next time.</p><p>9-10 : GM Choice. Don't make me angry. You won't like me </p><p> when I'm angry.</p><p> </p><p>Ranged - roll 1d10</p><p>1-2 : You have overextended yourself. Lose 1 attack at your </p><p> highest bonus next round.</p><p>3-4 : Fumbled! Your weapon slips from your grasp and </p><p> tumbles to your feet. Be careful next time. </p><p>5-6 : Fickle finger of fate. Through some accident, you have </p><p> managed to wound yourself. Take 1d10 points of </p><p> damage.</p><p>7-8 : Dropped your ammo! Crap! Requires a full-round action </p><p> to gather it back up. In the case of spells, you just </p><p> dropped your components.</p><p>9-10 : GM Choice. I hope your friends like you. Cause you </p><p> just shot one.</p><p> </p><p>Critical Misses utilizing Unarmed Attacks resut in 1d6 damage in the case of a result of 7-8.</p><p> </p><p>Critical Misses involving rays, energy missiles, and a few other spells result in 1d6 damage in case of 3-4. </p><p></p><p>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! <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> )</p></blockquote><p></p>
[QUOTE="Caliber, post: 1674496, member: 1310"] 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: ) [/QUOTE]
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