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Critical Hit/Fumble Tables

1422040605

Edited 1422081552
Nick
Pro
So per the book a critical hit is 1 extra dmg dice of the weapon. This is very straight forward with little risk in getting 1-shot from something even on a crit. I have never used 3rd party crit/fumble tables before as a DM so I was curious to know who would like to use either/or critical hit and fumble tables? I like the critical fumble tables more than the critical hit tables myself because they can be funny and not nearly so devastating when you get crit by a monster. I want to avoid any critical hit tables where you can instantly die no matter your hit points. So post here if you have a preference to using either tables. If you know of some good tables you would like to use post links. If you want I can create a custom set of tables that add flavor and affects but won't be massive fight changers. Post your thoughts! Some sample tables: <a href="https://sites.google.com/site/thewormcrawlfissure/critical-rolls/critical-hit-rules" rel="nofollow">https://sites.google.com/site/thewormcrawlfissure/critical-rolls/critical-hit-rules</a> <a href="https://sites.google.com/site/thewormcrawlfissure/critical-rolls/critical-fumbles" rel="nofollow">https://sites.google.com/site/thewormcrawlfissure/critical-rolls/critical-fumbles</a>
1422076725
Paul S.
Sheet Author
API Scripter
Some of the crit hits are cool (and VERY painful!). In general, I am not against the tables as they reflect consequences for crit fails and rewards for crit successes. There are some ideas in the 5e DMG for lingering injuries from crits as well.
I like that list, a lot. And i'm completely down for the crit failures along with perma/semi-permanent affects
I'm alright with critical hit/failure tables as long as the effects are kept quite minor. A broken or dropped weapon, a stumble etc. is fine and adds flavor to combat, but a 5% chance to permanently cripple a character on every roll doesnt sound that appealing (nor does it make much sense).
the 5% chance of a permanent/semi-permanent effect is also only on critical hits/failures. so its actually a .0025% chance of happening between hitting a 1(5%), then another 1(5%). Or 1/400 if you want to go by fractions (1/20/1/20). It would suck losing say, an arm, but with available high lvl clerics in larger cities, things can be regenerated and such. My personal reason for liking it.
I was taking the 5% as the actual hit failure, I hadnt factored in the table roll so thanks for pointing that out, but even then I'm not a big fan. As for the arm thing, yes it can be regenerated but thats at a city and who knows how long it will be until you get there, and some effects that some tables use arent tangible like that and thus arent curable (Permanent -2 to attack rolls, permanent -5 ft to speed, etc.). Story and role-play wise these things are nice and flavorful, but gameplay wise it can really hinder a character and make a player feel useless.
Yeah I can agree with permanent status things like that. Most things should be cureable with a lesser/greater restoration spell for status effects like that, or just made temporary for a day-ish. I'm not exactly hardcore regarding the whole table, just that I personally rather enjoy random chance things.