Critical Rolls

Critical Hit Tables

 Critical Fail – melee

Roll Result
1 You manage to hurt yourself.  Take maximum damage.
2 You manage to hurt yourself.  Roll for damage.
3 You stumble, provoking an attack of opportunity from your enemy.
4 You stumble. Make a dexterity/agility save or fall.
5 You fumble and drop your weapon. Take one action/turn to retrieve it or to draw another.
6 You fumble, but manage to recover.
7 You entangle your weapon in your enemy’s clothing or armor.
8 You hit a companion or party member, throwing off their next attack (-1d4 to hit, or as appropriate for the game system) or breaking their concentration (spell casters make a concentration check).
9 You hit a companion or party member.  Roll for damage.
10 You hit a companion or party member for max. damage.
Notes:
A On a roll of 8, 9, or 10: if there is no companion or party member within range, roll again, discarding any roll of 8, 9, or 10.  You may also roll on a d6 instead.
B If you are fighting unarmed, weapon fumbles become additional stumbles, requiring an action/turn to recover.
C Melee attack spells are miscast, and backfire.  On a roll of 5, 6, or 7, apply spell results to yourself at half strength.

 

Critical Fail – ranged

Roll Result
1 You break your bow string or sling pocket. Take one action to restring.
2 You fumble and drop your weapon.  Take one action/turn to retrieve it or to draw another.
3 You fumble, dropping the arrow, bolt, sling stone, or thrown weapon.
4 You graze a companion or party member, throwing off their next attack. (-1d4 to hit, or as appropriate for the game system) or disrupting their concentration (make a concentration check).
5 You hit a companion or party member near your target. Roll for damage.
6 You hit a companion or party member near your target for maximum damage.
7 You graze an enemy near your target, drawing its attention.  It breaks off to charge and attack you.
8 When shifting your stance to aim you step on something unexpected and stumble.  Make a dexterity/agility save or fall.
Notes:
A If using a thrown weapon, on a roll of 1 you manage to hurt yourself. Roll for damage.
B If making a ranged spell attack, on a roll of 1, 2, or 3 you miscast your spell and it backfires.  Apply spell effects to yourself at half strength.

 

Critical Success Table

Roll Result
1 Solid Hit – target takes maximum damage
2 Maximum damage plus Stun – target loses next turn
3 Maximum damage plus Knockdown – target is easier to hit, and takes one action to recover
4 Maximum damage plus Disarm – target takes one action to recover weapon or draw another – if not armed, knockdown
5 Maximum damage plus Weapon breaks – target takes one turn to draw another (if not armed, knockdown)
6 Maximum damage plus Shield breaks (if no shield, armor is compromised -1 to AC)
7 Maximum damage plus Injured Leg – ½ movement speed
8 Maximum damage plus Injured Leg – ¼ movement speed
9 Maximum damage plus Severely Injured Leg – target cannot move, loses dexterity bonus to AC
10 Maximum damage plus Injured Arm – -1d4 tohit
11 Maximum damage plus Injured Arm – target drops anything held in that hand, and takes one action to recover
12 Maximum damage plus Severely Injured arm – target cannot use that arm. If shield arm: lose shield bonus to AC. If weapon hand: switch hands, lose shield bonus, and off-hand penalties apply ( -1d4 tohit)
13 Double maximum damage
14 Double maximum damage and Blinded for 1d4 turns
15 Double maximum damage and Stunned for one turn
16 Double maximum damage and Knocked down, as above
17 Double maximum damage and Severely Injured Leg, as above
18 Double maximum damage and Severely Injured Arm, as above
19 Double maximum damage and roll 2d12, applying both effects (minus the damage)
20 Triple maximum damage

 

 

Creative Commons License
Critical Roll Tables by Jean A. Headley is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

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