Simple critical hits and fumbles
submitted by
stouty on Sep 27th, 2009
Critical hits
On a d20 roll of natural 20, the character inflicts double normal damage. This may be calculated one of two ways:
1. Roll damage normally and multiply the result by 2.
Example: Long sword (1d8 damage) inflicts 1d8x2 damage.
2. Roll double the dice of damage and add modifiers
Example: Long sword (1d8 damage) inflicts 2d8 damage.
Critical fumbles
On a d20 roll of natural 1, something unexpected and possibly bad happens. Roll d20 on the following table. As an optional rule, characters with exceptional dexterity may add their missile bonus to the roll (assuming dexterous characters may recover easier than clumsy ones).
1-5 Accidently hit a friendly inflicting normal damage. If this is not possible, use the "6-10" result.
6-10 Weapon drops or flies out of your hand landing 0-9 (1d10-1) feet away, roll 1d8 for direction of travel. Zero feet means it falls at your feet.
11-20 You fumble around, juggle your weapon, almost drop your weapon, lose your ammunition, etc. You lose any remaining attacks this round.
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