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01:36, 4th May 2024 (GMT+0)

Critical hit and critical fumble chart

Posted by DMFor group 0
DM
GM, 36 posts
Sat 18 Feb 2023
at 14:13
  • msg #1

Critical hit and critical fumble chart

Roll 1d20

Critical Hits

1-10) Standard critical damage as indicated by the weapon type.
11-15) Critical multiplier increased by 1. (If a weapon deals double damage on a critical hit, then it would deal triple damage. If the weapon deals triple damage, then it would deal quadruple damage, and so on.)
16) Normal damage, and weapon is knocked from the opponent’s hands. (If enemy uses natural weapons, such as a bite attack, those weapons are damaged and rendered unusable.)
17) Normal damage, and opponent’s shield is knocked out of their hands. (If no shield is present, weapon is knocked away instead, as described for 16)
18) Normal damage, plus opponent’s armor (or natural armor) is damaged, reducing its AC bonus by 1. Armor can be repaired for 1/2 base cost. (If armor is magical, re-roll.)
19) Normal damage, plus the opponent’s ear is struck, and destroyed. (If the target is wearing a helm, attack deals normal damage, and helm is knocked off.)
20) Normal damage, plus the opponent’s eye is struck, and destroyed. (If the target is wearing a helm, attack deals normal damage and helm is knocked off)
Critical fumble
Any attack roll of 1 is a critical fumble.

1-10) Complete miss.
11-12) Fumbler’s movements put them off balance. They take a -1 penalty to their armor class for the next round.
13) Fumbler’s movements put them severely off balance. They lose Dexterity, Shield, and Dodge bonuses to AC for the next round. If losing these bonuses does not reduce the fumbler’s AC, then they still must take a -1 penalty.
14-15) Fumbler trips, and falls prone.
16) Fumbler trips, falls prone, and strikes their head. Stunned for 1d4 rounds. (If fumbler is wearing a helmet, then they are not stunned, but their helmet is knocked off).
17-18) Weapon is damaged and loses some of its effectiveness, but is still usable. Specifics are up to the GM. Weapon can be repaired for 1/2 of the weapon’s base cost. (Magical weapons are unaffected, and merely miss).
19) Weapon is damaged and loses some of its effectiveness, but is still usable. Specifics are up to the GM. Weapon can be repaired for 1/2 base cost. This includes magical weapons.
20) Weapon is destroyed. Can be reassembled for 3/4 of the weapon’s base cost. (Magical weapons are unaffected, and merely miss).
This message was last edited by the GM at 17:01, Wed 01 Mar 2023.
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