When I DM a critical miss occurs whern a player / monster rolls two natural 1's on a d20. They then roll 2d4 to detirmine what happens.
* See Direction Matrix
|
Missile |
Slashing (i.e. sword) |
Bludgeoning (i.e. mace) |
Piercing (i.e. spear) |
2 |
Bow breaks |
Weapon chipped lose 1pt of damage until fixed |
Hit own knee for 1d4 damage |
Trip. No attack next 2 rounds |
3 |
Missile Broken |
Bump into nearest Character (Friend or foe). Ruins any attack or magic this round* |
Hit own head for 1d4 damage |
Hit person behind you for half damage. |
4 |
Drop weapon. Cannot use it next round |
Drop weapon. Cannot use it next round |
Drop weapon. Cannot use it next round |
Drop weapon. Cannot use it next round |
5 |
Missile rebounds strangely and hits a random character within the weapons range |
Trip. No attack next 2 rounds |
Bump into nearest Character (Friend or foe). Ruins any attack or magic this round* |
Hit person behind you for half damage. |
6 |
Trip. No attack next 2 rounds |
Bump into nearest Character (Friend or foe). Ruins any attack or magic this round* |
Trip. No attack next 2 rounds |
Drop weapon. Cannot use it next round |
7 |
Missile Broken |
Weapon Flies out of your hand and lands 2d10 feet away* |
Weapon cracked and needs repairing. Cannot be used until then or will break completely. |
Weapon Flies out of your hand and lands 2d10 feet away* |
8 |
String Breaks |
Weapon Broken but do double damage |
Weapon Flies out of your hand and lands 2d10 feet away* |
Weapon hits nearest character (Friend or Foe)* |
Direction Matrix
1 |
2 |
3 |
4 |
* |
5 |
6 |
7 |
8 |