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Remember these MERP/Rolemaster critical hit tables?
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<blockquote data-quote="billd91" data-source="post: 7770124" data-attributes="member: 3400"><p>We had a DM who used these tables in his 1e AD&D game. If you hit with a natural 20 or scored at least 5 over what you needed to hit, you got to roll on the crit tables. You could add +5% for every point by which you exceeded the target's AC. Wearing armor would reduce the severity of any crits against your character. You subtracted 5% for every step of AC you had better than 10. So wearing plate mail (AC 3) allowed you to subtract 35% from the enemy's crit roll.</p><p>I don't remember what he allowed for specific repair of crit damage. Cure wounds spells might have been directly dumpable into crit repair for some effects.</p><p></p><p>I don't recall the body count being that much higher than any other AD&D game I played despite the use of those tables - but I seem to recall more odd permanent scarring.</p></blockquote><p></p>
[QUOTE="billd91, post: 7770124, member: 3400"] We had a DM who used these tables in his 1e AD&D game. If you hit with a natural 20 or scored at least 5 over what you needed to hit, you got to roll on the crit tables. You could add +5% for every point by which you exceeded the target's AC. Wearing armor would reduce the severity of any crits against your character. You subtracted 5% for every step of AC you had better than 10. So wearing plate mail (AC 3) allowed you to subtract 35% from the enemy's crit roll. I don't remember what he allowed for specific repair of crit damage. Cure wounds spells might have been directly dumpable into crit repair for some effects. I don't recall the body count being that much higher than any other AD&D game I played despite the use of those tables - but I seem to recall more odd permanent scarring. [/QUOTE]
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Remember these MERP/Rolemaster critical hit tables?
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