This article is now old
I made new and better tables here - http://tenfootpolemic.blogspot.co.uk/2014/03/new-crit-and-fumble-tables.htmlI love crits and fumbles. They're the bomb.
Swingy combat, massive potential for my DM plans to be screwed up, and all around good old fashioned gore.
Plus, crits and fumbles generate table stories like nothing else!
Trouble is, if I just make up additional effects myself I can't help but rule in their favour. I'm a huge softie. And if I introduce something like this, I want it to apply to the enemies too. It's only fair.
The DM grins widely. |
So here's the deal.
Nat 1 or nat 20, you have to roll again to confirm.
Fighters get to add their level to the confirm roll because they're fighty. This means fighters never choke on their crit confirms and never double-fumble on their fumble rolls, which seems fine to me!
Confirm Fumble
1 : You really fucked up this time! Roll twice on Fumble
table.
2 – 10: Roll on Fumble table.
11 – 19: Regular miss.
20: Recover! Reroll to hit.
Confirm Crit
On crit:
1 : Roll damage as normal – You choked!
2 – 10: Regular crit - Max weapon damage
11 – 19: Roll on Overcrit table
20: Roll twice on Overcrit table – MASSIVE DAMAGE!
Then if you lucked out (or fucked up) you get to roll d100 on the bigger tables!
D100 roll
|
Result
|
Effects
|
01 – 05
|
Glancing blow
|
Half weapon damage to target.
|
06 – 10
|
Weapon twists
|
Half weapon damage, but lose next action
|
11 – 15
|
Weapon(s) tangled
|
Self and opponent lose next action, 25% chance to drop
weapons
|
16 - 20
|
Drop weapon
|
Weapon on ground, one round action to retrieve
|
21 – 25
|
Disarmed
|
As above, but not immediately retrievable
|
26 – 30
|
Fumble weapon
|
Lose next action as you recover
|
31 – 35
|
Hit wrong target
|
Hit another nearby (randomly determined)
|
36 – 40
|
Caught on gear
|
Sacrifice action to untangle – 1-3 on a d6 for
success. Dex applies.
|
41 – 49
|
Hit yourself
|
Half damage to self.
|
50
|
Weapon breaks
|
Quarter damage to you and target, weapon broken.
|
51 – 55
|
Foot slips
|
Slip over, fall prone.
|
56 – 60
|
Bump ally
|
Both lose next action.
|
61 – 65
|
Bump enemy
|
As above, randomly determine
|
66 – 70
|
Full stumble
|
Fall against someone sending both sprawling, randomly
determine
|
71 – 75
|
Off balance
|
Lose next action, +d4 to attacks against you next
round
|
76 – 80
|
Hit yourself hard
|
Full damage to self.
|
81 – 85
|
Twist ankle
|
Lose next turn, limp for next 1d20 minutes
|
86 – 90
|
Throw weapon
|
Hits a random combatant. Full damage.
|
91 – 92
|
Hit yourself harder
|
Full damage to self, +d4 to attacks against you next
round.
|
93 - 94
|
Weapon snaps
|
Half damage to self and enemy from shards/shock/etc
|
95
|
Weapon shatters
|
Full damage to self and enemy
|
96 – 97
|
Hit and stun ally
|
Full damage, ally loses next turn
|
98
|
Crit ally
|
Crit your closest friend
|
99
|
Overcrit yourself
|
Oops
|
100
|
Megafumble.
|
Roll twice on this table. Rolling this again stacks.
|
D100 Roll
|
Result
|
Effects
|
01 – 10
|
Huge Hit
|
Max damage, plus reroll damage and add to total.
|
11 – 20
|
Advantage
|
Max damage, +d4 to attack/damage on target next round
|
21 – 30
|
Powershot
|
Max damage, enemy prone and cannot act next round
|
31 – 40
|
Legshot
|
Max damage, random leg useless. Enemy crippled.
|
41 – 50
|
Armshot
|
Max damage, random arm useless. Stuff in hand dropped.
|
55 – 60
|
Gutshot
|
Max damage, enemy takes -2 to attack/damage until pass
CON check
|
61 – 65
|
Blinding Blow
|
Max damage, enemy attacks at -d4 for d4 rounds.
|
66 – 70
|
Stunning Blow
|
Max damage, enemy cannot act for d4 rounds
|
71 – 75
|
Force Fumble
|
Max damage, enemy rolls on critical fumble table
|
76 – 80
|
Cleave
|
Max damage, make an attack against another target
|
81 – 85
|
Armour Buster
|
Max damage, enemy armour takes two Notches.
|
86 – 90
|
Devastator
|
Max damage, enemy stunned, prone, -2 to attack/damage,
-2 AC.
|
91 – 93
|
C-c-c-combo!
|
As Huge Hit, plus keep rolling attacks against target
until you miss.
|
94 – 97
|
Headshot
|
Double max damage, plus reroll damage and add to total
|
98 – 99
|
OHKO
|
Instant kill, no saves
|
100
|
Monster Crit
|
Roll twice on this table, rolling this result again
stacks.
|
Between this and the Hack & Slash death crit table, I sure do see a lot of injuries!
I like these tables a lot more with your Fighter tweaks in your latest post.
ReplyDelete