Critical Hit Table (Roll d8 + d12)
All crit hits are double dice damage unless noted as triple damage
ROLL 2
Break Opponant's Weapon: Weapon is permanently ruined. Magical weapons receive a save vs. crushing blow. A save means the weapon is merely damaged.
Opponant's weapon is dropped out of reach: Must spend a round or more to pick it up.
Opponant's weapon is damaged and dropped: Weapon loses 1 point of magic and does 1/2 damage until repaired. Opponant loses one attack to pick it up.
Opponant is wounded: Receives -2 on to hit and damage rolls until fully healed.
Opponant's weapon is dropped within reach: Opponant loses one attack to pick it up.
Opponant is knocked over: Loses all attacks this round and attacks last on the following round.
Gain positional advantage: Player gets +2 to hit on all attacks this round and primary attack the following round.
Nothing Special: Just double damage.
Gain positional advantage: Player gets +4 to hit on all attacks this round and primary attack the following round.
Opponant's weapon is damaged and dropped out of reach: Weapon loses 1 point of magic and does 1/2 damage until repaired. Must spend a round or more to pick it up.
Opponant is stunned: Loses all actions in the current round and attacks last the following round. 50% chance to drop weapon within reach.
Opponant is severely wounded: Receives -4 on to hit and damage rolls until fully healed.
Render opponant's appendage useless: Roll on limb sub-table
Break opponants weapon: Incl magic weapons up to +4. Only +5 get a save vs. crushing blow.
Triple Damage: Sever opponants limb (Never head). Roll on limb sub-table.
3
4
5
6
7
8
9 - 13
14
15
16
17
18
19
20
ROLL
1
2
3
4
Left Arm
Right Arm
Left Leg
Right Leg
Limb Sub-table (Roll d8)
If little damage is done: Finger or toe
ROLL
2
Weapon Broken: Weapon is permanently ruined. Magical weapons receive a save vs. crushing blow. A save means the weapon is merely damaged (See 3).
Weapon is damaged and dropped out of reach: Weapon loses 1 point of magic and does 1/2 damage until repaired. Must spend a round or more to pick it up.
Weapon is dropped out of reach: Must spend a round or more to pick it up.
Trip: Lose remaining attacks this round. Opponant gains +2 to hit until the end of the next round. You suffer prone penalties.
Weapon is dropped within reach: Lose one attack to pick it up.
Weapon jams or is stuck: 1 round to free weapon. Opponant attacks your rear AC if freeing it.
Wild Swing: Opponant gets +2 to hit on all attacks this round and the primary attack the following round.
Wild Swing: Nothing unusual happens.
Wild Swing: Opponant gets +4 to hit on all attacks this round and the primary attack the following round.
Weapon jams or is stuck: 2 round to free weapon. Opponant attacks your rear AC if freeing it.
Weapon is damaged: Weapon loses 1 point of magic and does 1/2 damage until repaired.
Trip: Lose all attacks and stunned for 1-2 rounds. 50% chance to drop weapon. Opponant gains +4 to hit until the end of the next round. You suffer prone penalties and no shield or dex.
Hit friend or self: Save vs Petrification for half total damage.
Fall badly: Seriously damage a limb and render it useless. -4 to hit and dmg until fully healed. Possibly limits mobility and DM determines where you land. Roll on limb sub-table.
Break weapon: Incl magic weapons up to +4. Only +5 get a save vs. crushing blow.
20
19
18
17
16
15
14
9 - 13
8
7
6
5
4
3
ROLL
5
6
7
8
Left Hand
Right Hand
Left Foot
Right Foot