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*TTRPGs General
Critical Hit Decks/Charts - I don't like 'em
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<blockquote data-quote="Blue" data-source="post: 7547213" data-attributes="member: 20564"><p>As I've matured as a gamer, I've grown to dislike really big effects from critical hits. Cut off your leg sort of thing. On the other had, I don't mind when they introduce a bit more variation like 5e, where it's less than the effect of another hit.</p><p></p><p>But I do have two great critical hit/fumble stories.</p><p></p><p>First one was in AD&D or AD&D 2nd - whichever had the monk. I was playing a Wizard who had already cast his two spells for the day (no cantrips in those days) and was separated from the party. Two orcs found me and could easily have cleaned the clock with me - and we had frequent character deaths in this game.</p><p></p><p>I swung my quarterstaff (with my 10 STR) at one orc and fumbled. DM had fumble/critical charts from somewhere (Dragon magazine)? We rolled % and got "Missed, spin around in a complete circle and make the attack again". 20. Rolled % and got some result that just pulped the orc.</p><p></p><p>I looked at the other one like I had full confidence in beating him and twirled my staff. He ran like crazy.</p><p></p><p>I am sure I had single digit HPs and had a THAC0 of 20 (the worst).</p><p></p><p>The other one was the first session of a new campaign set in the FR, playing AD&D 2nd. First session we were press ganged into the crew of a famous pirate with an airship whom was interrupting commerce all over the place. (Airships being extremely rare.) One of the 1st level characters ended up challenging the high level captain to a duel. Captain accepted, thinking to put him in his place. First roll against the pirate king was a crit, something like amputate the leg. We ended up turning that into being seen as badasses and taking over the ship ourselves.</p><p></p><p>DM rolled with it like a pro. Completely pivoted the campaign to us being in SOO FAR over our head. We had all these powerful magic items and an incredibly rare airship that people wanted, a crew we needed to keep gold flowing to in order to keep their loyalty while convincing them at every turn they couldn't take us on and/or we would do a better job. National forces still hunting the pirates and the ship. Just a lot of fun.</p><p></p><p>But yeah, for all of that those types of charts take good play, character investment, and all that and throw it out the window. Because statistically those rolls will sooner or later affect the party.</p></blockquote><p></p>
[QUOTE="Blue, post: 7547213, member: 20564"] As I've matured as a gamer, I've grown to dislike really big effects from critical hits. Cut off your leg sort of thing. On the other had, I don't mind when they introduce a bit more variation like 5e, where it's less than the effect of another hit. But I do have two great critical hit/fumble stories. First one was in AD&D or AD&D 2nd - whichever had the monk. I was playing a Wizard who had already cast his two spells for the day (no cantrips in those days) and was separated from the party. Two orcs found me and could easily have cleaned the clock with me - and we had frequent character deaths in this game. I swung my quarterstaff (with my 10 STR) at one orc and fumbled. DM had fumble/critical charts from somewhere (Dragon magazine)? We rolled % and got "Missed, spin around in a complete circle and make the attack again". 20. Rolled % and got some result that just pulped the orc. I looked at the other one like I had full confidence in beating him and twirled my staff. He ran like crazy. I am sure I had single digit HPs and had a THAC0 of 20 (the worst). The other one was the first session of a new campaign set in the FR, playing AD&D 2nd. First session we were press ganged into the crew of a famous pirate with an airship whom was interrupting commerce all over the place. (Airships being extremely rare.) One of the 1st level characters ended up challenging the high level captain to a duel. Captain accepted, thinking to put him in his place. First roll against the pirate king was a crit, something like amputate the leg. We ended up turning that into being seen as badasses and taking over the ship ourselves. DM rolled with it like a pro. Completely pivoted the campaign to us being in SOO FAR over our head. We had all these powerful magic items and an incredibly rare airship that people wanted, a crew we needed to keep gold flowing to in order to keep their loyalty while convincing them at every turn they couldn't take us on and/or we would do a better job. National forces still hunting the pirates and the ship. Just a lot of fun. But yeah, for all of that those types of charts take good play, character investment, and all that and throw it out the window. Because statistically those rolls will sooner or later affect the party. [/QUOTE]
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