A week ago I posted my Fumble table that I used every time a player or NPC rolled a natural 1. I converted the table from MERP to 3.5 DnD and adjusted them along the way. While the Fumble Table can be brutal, the Crit Table is equally glorious to the enemies. But who is the enemy? The critical table is also used by the Npc's and monsters
but will never be able to reach the heavy crit rolls. This will safeguard the PCs from a sudden dead. Unless you want a very brutal game, then go for it.
Ruleset:
dnd 3.5
Rolling a Crit:
The character rolls a natural score in his threat range. He then gets to roll damage twice.
When the character rolls natural 20 it is an automatic critical roll and the attacker may roll on the table below AND he gets to roll damage twice.
Critical effect limits :
To make certain some players do not get immediate gruesome effects and to get used to the table, I limited the roll by level. This means the higher level you are the more dangerous your Crits can be. NPC's and monsters can not gain heavy crit rolls.
If you roll over the maximum of your limit you get the highest result within your limit.
Lvl Critical effect limit
1-5 Minor
6-12 Moderate
13+ Heavy
Adjustments to the roll:
When a critical is confirmed and damage is rolled it is categorized as either a LOW CRIT or a HIGH crit. Look at the natural dice roll without any adjustments, look at the list below to help you determine if it is a low crit, and as such subtract 10 from the critical table roll, or a high crit, and as such add 10 to the critical table roll.
Low Crit High Crit
D4 1 4
D6 1-2 6
D8 1-3 7-8
D10 1-4 8-10
D12 1-4 10-12
Crit table:
In the table you will see effects like bleed2 or wound3, these are special crit effects:
Wound: The wound caused is NOT subtracted from the characters main HP. It is just treated as a special wound that needs its own healing (Listed as e.g.: Wound3). As long as this wound is not healed (by separately healing 3 hp for example) the effects of the critical stays into effect.
Bleeder: The wound will keep bleeding every single round, causing damage as listed after the word bleeding (bleeder2 = lose 2hp every round). The wound needs a separate heal and is usually accompanied by the limb wound notice.
For your convenience I have added the table in the attachment. Have fun with them and feel free to comment if you have questions.
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