                        CRITICAL HITS AND MISSES TABLES

                                       by
                            Lindsey Lambert (Knight)
                        <knight@garfield.catt.ncsu.edu>


Here is the Crit Hit Table that we use in our AD&D campaign...

When a Natural 20 is rolled, so long as it would normally hit, the DM rolls percentile dice to determine the effect.

     1d100   EFFECT
     -----   ------
     01-30   no extra effect
     31-45   double damage
     46-55   extra attack
     56-60   automatic max damage
     61-65   triple damage
     66-70   opponent automatically loses initiative next round
     71-75   opponent loses next round of attacks
     76-79   opponent must make con check or be stunned for 1d4 rds
        80   opponent must make con check or be unconscious for the next 2d4
             turns
     81-85   disarmed
     86-90   major limb crippled (DM's discrection) x2 damage
     91-93   major limb removed (DM's disrection) x3 damage
     94-00   dramatic effect (DM's discrection)

But if one is to have a Crit Hit Table then one must also have a Crit Miss (1) Table...

     1d100   EFFECT
     -----   ------
     01-30   no extra effect
     31-45   +4 on AC for remaninder of the round
     46-55   loose next round of attacks
     56-65   above two combined
     66-75   hit wrong person (DM's discrection)
     76-80   self inflicted damage [weapon damage only]
     81-85   double self-inflicted wound
     86-90   lose grip on weapon
     91-95   weapon must save vs crushing blow or be broken
     96-00   dramatic effect (DM's discretion)

By the way, the formula we use for figuring damage on Crit Hits goes as follows...

     [weapon damage + (weapon pluses)] x damage multipliers +
     specialization + strength + damage for any spell effects

It can get messy, messy, messy...


Knight
