When I DM a critical hit is struck when a player or monster rolls a natural 20. The attacker then rolls a d20 again and if this is greater than 12 a critical hit is struck. A d10 is then rolled for the location. It seems to work fairly well.
Bludgening Damage | Slashing Damage | Piercing Damage | ||||||||||||||
Location | 01 to 12 | 13 | 14 to 17 | 18 to 19 | 20 | 01 to 12 | 13 | 14 to 17 | 18 to 19 | 20 | 01 to 12 | 13 | 14 to 17 | 18 to 19 | 20 | |
1-2 | Left Leg | No Effect | Double damage but weapon breaks | Dead Leg. 1/2 movement for 1d4 hours | Knocked to floor. Leg badly bruised can't move for 1d4 rounds | Leg broken can't stand unaided until healed. (CSW or better) | No Effect | Double damage but weapon breaks | Double Damage | Double Damage | Leg Severed at Knee. | No Effect | Double damage but weapon breaks | Double Damage | Double Damage | Triple damage |
3-4 | Right Leg | No Effect | Double damage but weapon breaks | Dead Leg. 1/2 movement for 1d4 hours | Knocked to floor. Leg badly bruised can't move for 1d4 rounds | Leg broken can't stand unaided until healed. (CSW or better) | No Effect | Double damage but weapon breaks | Double Damage | Double Damage | Leg severed at knee | No Effect | Double damage but weapon breaks | Double Damage | Double Damage | Triple damage |
5-6 | Left Arm | No Effect | Double damage but weapon breaks | Drop Sheild | Arm dead for 1d4 hours | Arm broken. Can't use shield or 2H weapon until healed (CSW or better) | No Effect | Double damage but weapon breaks | Double Damage | Lose 1d4 fingers. Thieves loose 10% on climbing & pick locks skills per finger | Hand Severed | No Effect | Double damage but weapon breaks | Double Damage | Double Damage | Triple damage |
7 | Right Arm | No Effect | Double damage but weapon breaks | Drop Weapon | Arm dead for 1d4 hours | Arm broken. Can't use weapon until healed (CSW or better) | No Effect | Double damage but weapon breaks | Double Damage | Lose 1d4 fingers. Thiefs loose 10% on climbing & pick locks skills per finger | Hand severed | No Effect | Double damage but weapon breaks | Double Damage | Double Damage | Triple damage |
8-9 | Chest | No Effect | Double damage but weapon breaks | Knocked to floor | Breathless. Can't move, speak or cast spells for 1d4 rounds. | Roll under constitution or stop breathing. Lose 1pt of cons until healed (CSW or better). At 0 CONS player dies. CONS loss is permanant. If successful save made then armour loses 1d4 pts of magic. | No Effect | Double damage but weapon breaks | Double Damage | Double Damage | Triple Damage | No Effect | Double damage but weapon breaks | Double Damage | Double Damage | Triple damage |
10 | Head | No Effect | Double damage but weapon breaks | Stunned for 1d4 rounds. - 1d4 from DEX can't cast spells. | Unconscious for 1d6+4 rounds | Head crushed. Triple damage lose 1d4+4 CHA | No Effect | Double damage but weapon breaks | Nasty scar lose 1d4 pts of CHA | Lose ear. Thieves -30% to hear noises | Throat Cut. Lose 1d10 hp per round until healed (CLW or better) | No Effect | Double damage but weapon breaks | Nasty scar lose 1d4 pts of CHA | Lose eye. -2 to melee attack. -4 to distance weapons | Dead unless save vs death ray. If successful just triple damage |