Critical hits and fumbles add an element of excitement and unpredictability to a game. By and large, players love them. Here is the Crit and Fumble system used in the Infinite Earth campaign rules.
A natural 1 is a fumble: Attack misses, and lose next attack. A Natural 20 is a critical hit: Maximum damage, but only if rolling a 20 would hit. If the target requires a roll of 21 or more to hit, then the attack still fails.
Critical Hit
Critical Hit Table 1
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01-39
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Maximum weapon damage
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40-80
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Roll weapon damage 2x
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81-90
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Opponent loses Limb (Crit Table 2)
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91-99
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Opponent Loses Something Else (Crit Table 3)
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00
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Instant Kill
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Critical Hit Table 2
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01-20
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Arm Left (Maximum Damage 3x)
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21-40
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Arm Right (Maximum Damage 3x)
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41-60
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Leg Left (Maximum Damage 3x)
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61-80
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Leg Right (Maximum Damage 3x)
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81-85
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Hand Right (Maximum Damage 2x)
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86-90
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Hand Left (Maximum Damage 2x)
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91-94
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Foot Right (Maximum Damage 2x)
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95-99
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Foot Left (Maximum Damage 2x)
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00
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Head (Instant Death)
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Critical Hit Table 3
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01-20
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Knocked Unconscious (HP reduced to 0) Don’t roll damage
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21-40
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One Eye Destroyed (1-3 L 4-6 R) (Roll Damage 2x)
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41-60
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Voice Box Destroyed (can’t speak) (Roll Damage 2x)
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61-80
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Spine ruined (paralyzed) (Roll Damage 2x)
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81-85
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Cut Off Ear (Roll Damage 2x)
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86-90
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Broken Arm (1-3 L 4-6 R) (Roll Damage 2x)
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91-94
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Broken Leg (1-3 L 4-6 R) (Roll Damage 2x)
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95-99
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Eyes destroyed (Roll Damage 2x)
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00
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Heart pierced (Instant Death)
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Fumbles
Fumble Table (Any impossible situation reverts to “lose next attack”)
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01-22
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Stumble - Lose Next Attack
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23-45
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Trip and Fall - Lose Next 2 attacks (prone)
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46-68
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Drop Weapon
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69-91
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Shield strap breaks - Lose Shield
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92-95
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Hit friend - choose random - Normal Damage
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96-99
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Hit Self - Roll normal damage
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00
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Crit Self
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