Wednesday, 26 March 2014

New Crit and Fumble Tables

After the success of my fighter crit/fumble bonus, my venerable 4e-era crit and fumbles were thrown into the spotlight.
I've been kind of dissatisfied by them for a while, so I bit the bullet and collapsed them into d20 tables. No more crit confirm, just straight up roll on the table.
Fighters still add their level to their rolls on the crit and fumble tables.

PDF available here!

Rather than a chance of instant kill, rolling a 20 now doubles the results of a reroll which is pretty much the same thing, especially if you roll a bunch.
Fumbles have been good too, I'm still running BTAM and last game the Defiler's dog creature ate its master by accident and sucked her into the sub-reality in its stomach.

If you're not using notches, read any result where a weapon is notched as "weapon destroyed", and any result where armour sustains notches as "-1d4 AC until end of combat or armour is removed".

I know gifs are tumblr level but this represents my current feelings perfectly


Here's the tables in non-pdf form -



1d20
Critical Hit
Effects
1
Choked!
Regular hit, roll damage as normal.
2
Knockback
Deal maximum damage, plus the target is blasted back and prone.
3
Leg Crippler
Deal maximum damage, plus cripple the target’s legs halving their movement speed.
4
Arm Smasher
Deal maximum damage, plus cripple one of the target’s arms. They cannot use that arm and drop everything they’re holding.
5
Huge Hit
Deal maximum damage, plus roll damage as normal and add to total.
6
Swashbuckler
Deal maximum damage, plus kick the target in whichever direction you want.
7
Demoraliser
Deal maximum damage, plus all enemy combatants immediately check morale.
8
Gutshot
Deal maximum damage, plus wind the target giving them -1d4 on all actions for the next 1d4 rounds.
9
Blinding Blow
Deal maximum damage, plus target is blinded for 1d4 rounds.
10
Concussifier
Deal maximum damage, plus the target staggers around and cannot act for 1d4 rounds.
11
Advantage
Deal maximum damage, plus all attacks made on the target next round are at +1d4 to hit and damage.
12
Disarm
Deal maximum damage, plus you either take the target’s weapon or throw it out of reach.
13
Cleave
Deal maximum damage, plus immediately make an attack against another target.
14
Force Fumble
Deal maximum damage, plus the target immediately rolls on the Fumble table.
15
Sunderer
Deal maximum damage, plus the target’s weapon is immediately broken.
16
Armour Buster
Deal maximum damage, plus the target’s armour takes 1d4 Notches.
17
The Devastator
Deal maximum damage, plus the target is stunned, prone and -1d4 to AC
18
Headshot
Deal double the maximum damage, plus reroll damage and add to total.
19
C-C-C-Combo!
Deal maximum damage, reroll damage and add to total, then keep rolling attacks against the target until you miss.
20
OVERCRIT
Reroll on this table and double damage dealt and negative effects. Rerolling this result doubles it again, and again, and again...
1d20
Fumble
Effects
1
Critical Fumble
You really fucked up this time! Roll twice on this table, rolling this result again stacks.
2
Crit yourself
Oh buddy, that’s going to sting. Fighter crit bonuses do not apply.
3
Hit ally
You hit your closest ally, if nobody is in range you hit yourself instead.
4
Hit yourself
You somehow manage to hurt yourself with your own weapon, roll to damage.
5
Weapon shatters
Your weapon practically explodes, dealing 1d8 damage to you and anyone nearby. Save vs Breath for half.
6
Wide open
A nearby enemy immediately make an attack against you.
7
Notched weapon
The weapon(s) you attacked with gain 1d4 Notches
8
Broken pouch
One of your pouches splits open spilling the contents everywhere. If you have no pouches you Notch your armour instead.
9
Notched armour
Your armour gains a single Notch.
10
Full stumble
You fall against somebody else sending both sprawling. If nobody is nearby you fall over instead.
11
Faceplant
You slip on something and fall prone
12
Twisted ankle
You twist your ankle real good, causing you to limp for the next 1d4 rounds.
13
Stun yourself
You give yourself a good crack on the head and miss your next round.
14
Poor aim
It was dark, ok? Roll to hit a random combatant nearby, if nobody is in range you throw your weapon instead.
15
Off balance
You stumble and put yourself at a disadvantage, any attacks against you next round are at +1d4 to hit.
16
Caught on gear
You get wrapped up in straps and stuff and can’t do much, pass a Dex check to untangle yourself.
17
Throw weapon
Your weapon slips from your grip and goes flying, roll to hit a random combatant.
18
Drop weapon
You fumble your weapon and it falls an inconvenient distance away.
19
Weapons tangled
You and your opponent get your weapons tangled. Begin wrestling checks, if nobody is in range you just drop your weapon.
20
Recover!
You were just throwing them off guard! Reroll to hit.

No comments:

Post a Comment