Celebrim
Legend
I was always a fan of Good Hits and Bad Misses, from the pages of Dragon magazine.
I used it extensively in 1e, and I can say that there is really only one thing good about it - it tries very hard to make fumbles rare for skilled combatants and conversely criticals rare for the unskilled. It does this by making the confirmation roll for a fumble be rolling on a d% a number less than the difference between what you rolled and what you needed to hit. In other words, if you couldn't miss except on a '1', you also couldn't fumble, and if you needed a '2' to hit, then at most you had a 1% chance of a fumble. Probably more than any other attempt, this followed #1 on my list of guidelines the best. If it wasn't so complicated, I'd still be using it.
The problems you are going to run into if you use the table are that fumble and critical results are far too significant, to the extent that you can almost garuantee that it is going to be the result of some fumble or critical that ends the life of the PC. At some point, you are going to 'Critical Hit: Self' and/or be auto decapitated, and that will be all she wrote. Also, if you use it, it will be a good way to remove magic weapons from your game, because it has the 'weapon breaks' or 'shield breaks, no save' problem discussed earlier. Some bugbear with a wooden club is going to smash your +4 dwarf-forged mithril shield sooner or later. Also, 'hit self' in some fashion is one of the more common fumbles, so don't be surprised in a battle if half the deaths occur to self-inflicted wounds.