|
Post by mao on Jan 22, 2018 17:14:54 GMT -5
So who wants to share? (I would love to see some critical hit/miss charts!)
|
|
|
Post by ripx187 on Jan 22, 2018 21:00:31 GMT -5
Charts? I don't use charts. My game would drive modern players nuts as it is horribly inconcistant. Me, personally, I'd run it that it is just a normal hit or miss, but my players were really bummed out about it so something happens. For twenties, sometimes it does full damage, some times we double the damage die rolled, other times they get to roll 2 damage dice. Once in a while, if max damage is rolled they can keep rolling, if they roll their max of 8 dmg 7 times and then a 4 they do 60 points of damage. I had a character kill a 30 HD monster doing this once, she is still a legend at my table.
Critical misses, those have to be decided at the time and can be absolutely anything! Falling on your butt, dropping your weapon, giving the enemy a free attack, accidently hitting an ally, or it is just a miss. I do try to keep it sensical for the specific situation.
The problem with critical hits and misses is that I (the DM) will always roll them more because I roll the dice more than anybody else. That right there gives the DM an unfair advantage, but if that is what the players want, so be it. Then you have critical fumbles, these are the number one reason why people lie at the table. Nobody wants to let their team down. My typical response for a roll of one is that the person who rolled it losses their next attack.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 23, 2018 6:37:29 GMT -5
So who wants to share? (I would love to see some critical hit/miss charts!) I don't use them but I always enjoy reading how others use them in their campaigns.
|
|
|
Post by mao on Jan 23, 2018 9:35:10 GMT -5
Charts? I don't use charts. My game would drive modern players nuts as it is horribly inconcistant. Me, personally, I'd run it that it is just a normal hit or miss, but my players were really bummed out about it so something happens. For twenties, sometimes it does full damage, some times we double the damage die rolled, other times they get to roll 2 damage dice. Once in a while, if max damage is rolled they can keep rolling, if they roll their max of 8 dmg 7 times and then a 4 they do 60 points of damage. I had a character kill a 30 HD monster doing this once, she is still a legend at my table. Critical misses, those have to be decided at the time and can be absolutely anything! Falling on your butt, dropping your weapon, giving the enemy a free attack, accidently hitting an ally, or it is just a miss. I do try to keep it sensical for the specific situation. The problem with critical hits and misses is that I (the DM) will always roll them more because I roll the dice more than anybody else. That right there gives the DM an unfair advantage, but if that is what the players want, so be it. Then you have critical fumbles, these are the number one reason why people lie at the table. Nobody wants to let their team down. My typical response for a roll of one is that the person who rolled it losses their next attack. While I agree this favors the monsters , my players demand a fun chart. I too am not chart person(weather, wandering monsters etc.)
|
|
|
Post by ripx187 on Jan 23, 2018 18:46:44 GMT -5
Someone had posted on my blog that they did away with hit points completely and instead use a massive Critical Hit table found in the AD&D Player's Options: Combat & Tactics book. I thought that that was an interesting way to play the game. It is a big one, and a critical hit can affect specific body parts, crippling is rare but it is a possibility. If I remember it, and I am not sure of the effects, once a player drops to 0 (I play to -10) I will use that chart as I do like to leave a scar. I also like the idea of being at the mercy of the dice once in a while.
The book is fun, but it is a pain in the ass to pull it out every time someone rolls a 20 and doesn't really bring much to the table IMO, but there are a LOT of AD&D players out there who swear by it.
|
|
|
Post by Admin Pete on Jan 23, 2018 23:48:40 GMT -5
I don't use a chart. I have run it many different ways, currently a natural 20 add +1 to the damage roll and then double it. A natural one has a one third chance each of losing your grip on the weapon, or striking yourself or striking a party member if one is close by(if one is not close by then my choice based on circumstances).
|
|
|
Post by mormonyoyoman on Jan 24, 2018 6:35:58 GMT -5
You folks are my kind of GMs! After months of using rules (nasty things) back in the 70s, I finally decided that fumbles and criticals would do whatever was most entertaining or epic.
Lopping off one's own nondominant arm can be both.
|
|
|
Post by Hexenritter Verlag on Feb 4, 2018 0:31:44 GMT -5
A nat 1 is a miss & potential fumble; while a nat 20 is a auto success - ON attacks, flip that on skills & saves (roll under stat, modified by difficulty).
Charts - dude, I come from Rolemaster AKA Chartmaster, I used to love them but I do not want to fuss with them anymore; I'd rather narrate fumbles or criticals.
|
|
|
Post by The Master on Feb 11, 2018 20:47:58 GMT -5
I also do not use charts. A natural 1 is a miss so bad you can only defend on the next round, that is you lose an attack. A natural 20 is a double damage and an extra roll to hit.
|
|
|
Post by sixdemonbag on Feb 28, 2018 16:18:38 GMT -5
No charts. 1s are a miss and often unintentional comedy. 20s are a hit for double damage and often unintentional comedy.
|
|
|
Post by mao on Jul 9, 2019 15:29:18 GMT -5
Any of you new guys wanna chime in on this?
|
|
|
Post by El Borak on Jul 12, 2019 9:57:08 GMT -5
Any of you new guys wanna chime in on this? A natural one is a fumble which means your opponent gets a free attack. A natural 20 does double damage. If both fumble they cancel each other out.
|
|
|
Post by mao on Jul 14, 2019 15:10:32 GMT -5
I miss my charts , I'm gonna have to make one IF I ever run again.
|
|
ampleframework
Prospector
Searching for the portal to Blackmoor
Posts: 72
|
Post by ampleframework on Mar 9, 2020 19:01:57 GMT -5
Never use 'em any more. Tempted to when I first got into OD&D, because I came up through BECMI and then, briefly, the WoTC editions, though I've washed that taste from my mouth in recent years. I reckon the combat is brutal and unpredictable enough in my campaign world without adding fumbles or critical hits which, if the players got 'em, the monsters would too and that'd end your party REAL quick when Mr. Dragon comes along! So I just let the dice lie where they call and consult the charts. It either hits or misses. Might sound boring or old fashioned but it functions.
|
|
|
Post by The Perilous Dreamer on Mar 9, 2020 23:16:06 GMT -5
We did not use fumbles, but from day one I always used critical hits. The original house rule was roll a natural 20, roll again, on a second natural 20 it was a kill. We ran it like that for the four years. Afterwards I toned it down, but that is what I did originally and it was for the monsters too. We had some memorable faceoffs and the players loved it. Like the 8th level fighter meeting a balrog in a doorway, both rolled double 20s and both were dead. It was quite dramatic!
Of course the fighter did get raised. But the tension of the ref making that second roll was exquisite.
|
|
|
Post by simrion on Apr 4, 2020 17:30:31 GMT -5
Never really been a fan of fumbles, cards are usually stacked against the adventurers as it is. Monsters tend to be deadly enough as it is. I am a fan of double damage dice on a 20. I love the critical hit tables in other rules sets for sheer entertainment: the I.C.E. / Rolemaster products, SPI Dragonquest and Warhammer Fantasy Roleplay. Always fun reads. One of my favorites went something like: You obliterate your enemy's head, his body comes to the sudden realization it cannot survive without a brain. Your opponent is killed instantly!
|
|
|
Post by mao on Apr 5, 2020 6:30:50 GMT -5
Never really been a fan of fumbles, cards are usually stacked against the adventurers as it is. Monsters tend to be deadly enough as it is. I am a fan of double damage dice on a 20. I love the critical hit tables in other rules sets for sheer entertainment: the I.C.E. / Rolemaster products, SPI Dragonquest and Warhammer Fantasy Roleplay. Always fun reads. One of my favorites went something like: You obliterate your enemy's head, his body comes to the sudden realization it cannot survive without a brain. Your opponent is killed instantly! Yea the Rolemaster was pretty great read, Id never use it, but yea a great read
|
|