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General Tabletop Discussion
*Pathfinder & Starfinder
Critital miss chart advice
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<blockquote data-quote="Viking Bastard" data-source="post: 5712737" data-attributes="member: 509"><p>I was talking to the OP. </p><p></p><p></p><p>I've been thinking about Crit tables myself (because I like 'em) and like the OP, I have been wondering whether Conditions aren't the way to go (for both hits and fumbles). It seems like a pretty natural narrative fit, but I *am* a little worried about tracking them.</p><p></p><p>I was thinking that you'd roll d20 and treat it a bit like a saving throw: For fumbles 10+ is just a auto-miss, while 1-9 have a condition attached; for hits it's reversed, 1-9 is max damage, 10+ adds a condition. I was also considering that rolling 20 for a fumble reversed the fumble into a hit (you fumble, but it works out OK).</p><p></p><p>Something similar to this (I imagine effects generally last one round):</p><p></p><p><strong>Critical Miss table (roll d20):</strong></p><p>1 - Attacker hits self or ally (reduced damage, probably).</p><p>2 - Attacker is Prone.</p><p>3 - Attacker drops weapon / weapon breaks.</p><p>4 - Attacker is Blinded.</p><p>5-7 - Attacker grants CA.</p><p>8 - Attacker is Weakened.</p><p>9 - Attacker is Deafened.</p><p>10-19 - No extra effect.</p><p>20 - Attacker stumbles, but hits anyway (reduced damage, probably).</p><p></p><p><strong>Critical Hit table (roll d20):</strong></p><p>1-9 - No extra effect.</p><p>10 - Target is Deafened.</p><p>11 - Target is Weakened.</p><p>12-16 - Target grants CA. </p><p>17 - Target is Blinded.</p><p>18 - Target drops weapon / weapon breaks.</p><p>19 - Target is Prone.</p><p>20 - Attacker gets an extra Standard Action.</p></blockquote><p></p>
[QUOTE="Viking Bastard, post: 5712737, member: 509"] I was talking to the OP. I've been thinking about Crit tables myself (because I like 'em) and like the OP, I have been wondering whether Conditions aren't the way to go (for both hits and fumbles). It seems like a pretty natural narrative fit, but I *am* a little worried about tracking them. I was thinking that you'd roll d20 and treat it a bit like a saving throw: For fumbles 10+ is just a auto-miss, while 1-9 have a condition attached; for hits it's reversed, 1-9 is max damage, 10+ adds a condition. I was also considering that rolling 20 for a fumble reversed the fumble into a hit (you fumble, but it works out OK). Something similar to this (I imagine effects generally last one round): [b]Critical Miss table (roll d20):[/b] 1 - Attacker hits self or ally (reduced damage, probably). 2 - Attacker is Prone. 3 - Attacker drops weapon / weapon breaks. 4 - Attacker is Blinded. 5-7 - Attacker grants CA. 8 - Attacker is Weakened. 9 - Attacker is Deafened. 10-19 - No extra effect. 20 - Attacker stumbles, but hits anyway (reduced damage, probably). [b]Critical Hit table (roll d20):[/b] 1-9 - No extra effect. 10 - Target is Deafened. 11 - Target is Weakened. 12-16 - Target grants CA. 17 - Target is Blinded. 18 - Target drops weapon / weapon breaks. 19 - Target is Prone. 20 - Attacker gets an extra Standard Action. [/QUOTE]
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