CRITICAL HITS AND MISSES TABLES by Lindsey Lambert (Knight) Here is the Crit Hit Table that we use in our AD&D campaign... When a Natural 20 is rolled, so long as it would normally hit, the DM rolls percentile dice to determine the effect. 1d100 EFFECT ----- ------ 01-30 no extra effect 31-45 double damage 46-55 extra attack 56-60 automatic max damage 61-65 triple damage 66-70 opponent automatically loses initiative next round 71-75 opponent loses next round of attacks 76-79 opponent must make con check or be stunned for 1d4 rds 80 opponent must make con check or be unconscious for the next 2d4 turns 81-85 disarmed 86-90 major limb crippled (DM's discrection) x2 damage 91-93 major limb removed (DM's disrection) x3 damage 94-00 dramatic effect (DM's discrection) But if one is to have a Crit Hit Table then one must also have a Crit Miss (1) Table... 1d100 EFFECT ----- ------ 01-30 no extra effect 31-45 +4 on AC for remaninder of the round 46-55 loose next round of attacks 56-65 above two combined 66-75 hit wrong person (DM's discrection) 76-80 self inflicted damage [weapon damage only] 81-85 double self-inflicted wound 86-90 lose grip on weapon 91-95 weapon must save vs crushing blow or be broken 96-00 dramatic effect (DM's discretion) By the way, the formula we use for figuring damage on Crit Hits goes as follows... [weapon damage + (weapon pluses)] x damage multipliers + specialization + strength + damage for any spell effects It can get messy, messy, messy... Knight -------------------------------------------------------------------------------- This document has been edited for legibility purposes by OLIK / Ole A. Ringdal olear@online.no / http://home.sol.no/olear --------------------------------------------------------------------------------