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House Rule
Simple critical hits and fumbles
submitted by stouty on Sep 27th, 2009
430 views |   2 comments |  
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.

Comments:

Jun 12, 2010 - 11:26 AM

as these are going to happen 10% of the time in total, I would suggest another roll to confirm the critical hit or fumble 1st, otherwise a lot of odd stuff will be happening far too often. the method of the second roll is up to you.



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