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General Tabletop Discussion
*Pathfinder & Starfinder
Critical hit and fumble tables?
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<blockquote data-quote="Dr. NRG" data-source="post: 586854" data-attributes="member: 7697"><p>I played with a DM that had a pretty ingenious system for this. With each attack roll, you rolled a percentile roll as well. The percentile was used to determine crits and fumbles. The chance of critting or fumbling was the amount that you hit or missed by. </p><p></p><p>For example, if you rolled and exceeded the armor class by 2 points, you had a 2 percent chance of a critical. If you missed by 10 points, you had a 10 percent chance of a fumble. </p><p></p><p>This does several things. First, it makes low AC creatures easier to critical, which makes perfect sense. It makes high AC creatures harder to critical, again this makes sense. </p><p></p><p>As for how this affects high level combatants versus lower level ones, it is relatively neutral. The high-level person still has more opportunities to fumble (due to making more attacks), but also has a pretty good chance of criticalling provided he's not using up his BaB on power attack.</p><p></p><p>All this said, this system was used in 2E... before crit ranges. I still believe it's along the right track, however. Some modification of it might work for 3E.</p><p></p><p>Finally, rolling a percentile with each attack is relatively unobtrusive, making it fairly unlikely to slow down combat once the players get used to it. This is a primary component of just about any combat add-on, IMHO.</p><p></p><p>NRG</p></blockquote><p></p>
[QUOTE="Dr. NRG, post: 586854, member: 7697"] I played with a DM that had a pretty ingenious system for this. With each attack roll, you rolled a percentile roll as well. The percentile was used to determine crits and fumbles. The chance of critting or fumbling was the amount that you hit or missed by. For example, if you rolled and exceeded the armor class by 2 points, you had a 2 percent chance of a critical. If you missed by 10 points, you had a 10 percent chance of a fumble. This does several things. First, it makes low AC creatures easier to critical, which makes perfect sense. It makes high AC creatures harder to critical, again this makes sense. As for how this affects high level combatants versus lower level ones, it is relatively neutral. The high-level person still has more opportunities to fumble (due to making more attacks), but also has a pretty good chance of criticalling provided he's not using up his BaB on power attack. All this said, this system was used in 2E... before crit ranges. I still believe it's along the right track, however. Some modification of it might work for 3E. Finally, rolling a percentile with each attack is relatively unobtrusive, making it fairly unlikely to slow down combat once the players get used to it. This is a primary component of just about any combat add-on, IMHO. NRG [/QUOTE]
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Critical hit and fumble tables?
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