Apur-phy.315 net.games.frp utzoo!decvax!pur-ee!purdue!pur-phy!hal Fri Apr 30 14:16:04 1982 Critical Hits If you like to handle critical hits and fumbles but don't like to keep track of broken arms, severed ears, etc., here is a system used by several DM's here at Purdue. If you do like very detailed systems that keep track of broken bones, severed arteries, and so on, Combat Law is one of the best I have seen. Critical Hits: A roll of 20 (natural) indicates a "possible" critical hit. If a natural 20 is required to hit then this is never a critical, otherwise d20 is rolled again. 1-10 no critical, normal damage 11-16 double damage 17-19 triple damage 20 quadruple damage Fumbles: A roll of 1 indicates a possible fumble. To avoid a fumble, roll below your dexterity on d20. 1-DEX no fumble > DEX fumble (usually, drop your weapon) How far away your weapon lands is proportional to how much the roll exceeded your dexterity. This we leave up to the DM's judgement. If you allow fumbles to injure you should have a written table. The thing I like about this system (other than not having alot of detail) is that a roll of 20 (1) indicates a "possible" critical (fumble) rather than a sure thing. ----------------------------------------------------------------- gopher://quux.org/ conversion by John Goerzen of http://communication.ucsd.edu/A-News/ This Usenet Oldnews Archive article may be copied and distributed freely, provided: 1. There is no money collected for the text(s) of the articles. 2. The following notice remains appended to each copy: The Usenet Oldnews Archive: Compilation Copyright (C) 1981, 1996 Bruce Jones, Henry Spencer, David Wiseman.