Critical Hits

When I DM a critical hit is struck when a player or monster rolls a natural 20. The attacker then rolls a d20 again and if this is greater than 12 a critical hit is struck. A d10 is then rolled for the location. It seems to work fairly well.

    Bludgening Damage Slashing Damage Piercing Damage
  Location 01 to 12 13 14 to 17 18 to 19 20 01 to 12 13 14 to 17 18 to 19 20 01 to 12 13 14 to 17 18 to 19 20
1-2 Left Leg No Effect Double damage but weapon breaks Dead Leg. 1/2 movement for 1d4 hours Knocked to floor. Leg badly bruised can't move for 1d4 rounds Leg broken can't stand unaided until healed. (CSW or better) No Effect Double damage but weapon breaks Double Damage Double Damage Leg Severed at Knee. No Effect Double damage but weapon breaks Double Damage Double Damage Triple damage
3-4 Right Leg No Effect Double damage but weapon breaks Dead Leg. 1/2 movement for 1d4 hours Knocked to floor. Leg badly bruised can't move for 1d4 rounds Leg broken can't stand unaided until healed. (CSW or better) No Effect Double damage but weapon breaks Double Damage Double Damage Leg severed at knee No Effect Double damage but weapon breaks Double Damage Double Damage Triple damage
5-6 Left Arm No Effect Double damage but weapon breaks Drop Sheild Arm dead for 1d4 hours Arm broken. Can't use shield or 2H weapon until healed (CSW or better) No Effect Double damage but weapon breaks Double Damage Lose 1d4 fingers. Thieves loose 10% on climbing & pick locks skills per finger Hand Severed No Effect Double damage but weapon breaks Double Damage Double Damage Triple damage
7 Right Arm No Effect Double damage but weapon breaks Drop Weapon Arm dead for 1d4 hours Arm broken. Can't use weapon until healed (CSW or better) No Effect Double damage but weapon breaks Double Damage Lose 1d4 fingers. Thiefs loose 10% on climbing & pick locks skills per finger Hand severed No Effect Double damage but weapon breaks Double Damage Double Damage Triple damage
8-9 Chest No Effect Double damage but weapon breaks Knocked to floor Breathless. Can't move, speak or cast spells for 1d4 rounds. Roll under constitution or stop breathing. Lose 1pt of cons until healed (CSW or better). At 0 CONS player dies. CONS loss is permanant. If successful save made then armour loses 1d4 pts of magic. No Effect Double damage but weapon breaks Double Damage Double Damage Triple Damage No Effect Double damage but weapon breaks Double Damage Double Damage Triple damage
10 Head No Effect Double damage but weapon breaks Stunned for 1d4 rounds. - 1d4 from DEX can't cast spells. Unconscious for 1d6+4 rounds Head crushed. Triple damage lose 1d4+4 CHA No Effect Double damage but weapon breaks Nasty scar lose 1d4 pts of CHA Lose ear. Thieves -30% to hear noises Throat Cut. Lose 1d10 hp per round until healed (CLW or better) No Effect Double damage but weapon breaks Nasty scar lose 1d4 pts of CHA Lose eye. -2 to melee attack. -4 to distance weapons Dead unless save vs death ray. If successful just triple damage

Last Updated on 01/02/99
By Alan Jones
Email: ALanDerekJones@msn.com


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