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*Pathfinder & Starfinder
Critical hit and fumble tables?
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<blockquote data-quote="Caliber" data-source="post: 587986" data-attributes="member: 1310"><p>I use Critical Hits as standard.</p><p></p><p>For Critical Misses, a 1 is a Critical Miss Threat. Just like a Critical Hit, you have to "confirm" the Critical Miss, ie roll again and if you STILL miss, you've Critically Missed.</p><p></p><p>For Critical Misses I use a chart. </p><p></p><p>You roll a d10 and consult one of two charts, depending on whether its a Melee Attack or a Ranged Attack.</p><p></p><p>Melee </p><p>1-2: You have overextended yourself. Lose 1 attack at your highest bonus next round.</p><p>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.</p><p>5-6: Fickle Finger of Fate. Through some accident, you have managed to wound yourself. Take 1d10 points of damage.</p><p>7-8: Fumbled! Your weapon slips from your grasp and tumbles to your feet. Be careful next time.</p><p>9-10: GM Choice. Don't make me angry. You won't like me when I'm angry.</p><p></p><p>Ranged</p><p>1-2: You have overextended yourself. Lose 1 attack at your highest bonus next round.</p><p>3-4: Fumbled! Your weapon slips from your grasp and tumbles to your feet. Be careful next time.</p><p>5-6: Fickle Finger of Fate/ Through some accident you have managed to wound yourself. Take 1d10 points of damage.</p><p>7-8: Dropped your ammo! Requires a full-round action to gather it back up. </p><p>9-10: GM Choice. I hope your friends like you. Cause you just shot one.</p><p></p><p>Critical Misses with Unarmed Attacks result in 1d6 damage to self on a result of 7-8.</p><p></p><p>Critical Misses with rays, energy missiles, or other "non-droppable" weapons results in 1d6 damage to self on a result of 3-4.</p><p></p><p>Critical Misses with the result of 7-8 cause a spellcaster to drop his spell components.</p><p></p><p>Overall, the misses haven't come up that often and they don't seem to be that unbalancing.</p><p></p><p>While higher level character and monsters do get more attacks, and are thus more likely to roll a 1, they also normally have higher attack bonuses so they are less likely to confirm the roll.</p><p></p><p>High AC monsters nearly guarantee a Critical Miss on a roll of a 1, just like low AC monsters nearly guarantee a Critical Hit on a roll of 20 (or whatever the range is)</p></blockquote><p></p>
[QUOTE="Caliber, post: 587986, member: 1310"] I use Critical Hits as standard. For Critical Misses, a 1 is a Critical Miss Threat. Just like a Critical Hit, you have to "confirm" the Critical Miss, ie roll again and if you STILL miss, you've Critically Missed. For Critical Misses I use a chart. You roll a d10 and consult one of two charts, depending on whether its a Melee Attack or a Ranged Attack. Melee 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 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! Requires a full-round action to gather it back up. 9-10: GM Choice. I hope your friends like you. Cause you just shot one. Critical Misses with Unarmed Attacks result in 1d6 damage to self on a result of 7-8. Critical Misses with rays, energy missiles, or other "non-droppable" weapons results in 1d6 damage to self on a result of 3-4. Critical Misses with the result of 7-8 cause a spellcaster to drop his spell components. Overall, the misses haven't come up that often and they don't seem to be that unbalancing. While higher level character and monsters do get more attacks, and are thus more likely to roll a 1, they also normally have higher attack bonuses so they are less likely to confirm the roll. High AC monsters nearly guarantee a Critical Miss on a roll of a 1, just like low AC monsters nearly guarantee a Critical Hit on a roll of 20 (or whatever the range is) [/QUOTE]
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Critical hit and fumble tables?
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