Critical Miss Tables

My friend Paul and I made up these tables years ago. Most critical hit tables we’ve seen were too involved and overly gory. These tables are much more workable.

How to Use These Tables

Whenever a character rolls a natural "1" on his/her hit dice, roll 2d6 on the appropriate table. In addition, the character loses all attacks for the round (unless otherwise noted). To be fair, the DM should use these tables for NPCs and Monsters as well.

Enjoy!

Melee and Thrown Weapons

2d6 Result

2

Weapon hits the ground, wall, or nearest object (not a living creature). The weapon must save vs. crushing blow or break.

3

Same as "2" above, except the save is made at +2.

4

Character off balance. Make a Dexterity check or fall down.

5

*Throw weapon 4d6 feet.

6

*Throw weapon 3d6 feet.

7

*Throw weapon 2d6 feet.

8

*Throw weapon 3d6 feet.

9

*Throw weapon 4d6 feet.

10

Character drops his/her weapon (1d3 feet away).

11

Character sticks weapon in the ground. A strength check is necessary to remove it. If this is not applicable (e.g. the ground is too hard) use "3" above.

12

Hit ally for normal damage. If not applicable, then the character hits himself/herself for normal damage.

*If a Dexterity check is successful then reduce the distance by half.

Bow and Crossbows

2d6 Result

2

Weapon is destroyed, no save.

3

Weapon is destroyed unless the weapon makes a save. vs. crushing blow is successful.

4

Character accidentally drops his/her weapon (1d3 feet away).

5

Arrow or quarrel flies off harmlessly. Lose one attack.

6-8

String breaks. Weapon is useless until restrung.

9

Character accidentally drops the arrow or quarrel. Lose one attack.

10

Arrow or quarrel is damaged while trying to fire and becomes entangled within the weapon. Character must spend 1d4 rounds untangling the weapon.

11

The arrow or quarrel hits a random target in the general vicinity, chosen at random. If not applicable, use "3" above.

12

An ally is hit. If not applicable, use "2" above.

Unarmed Combat

2d6 Result

2

Character must make a Dexterity check at a –4 penalty or fall down. There is a 10% chance that the character will be knocked out for 1d6 rounds.

3

Character hits the wall or ground. If a Dexterity check fails then the character takes the damage he would have inflicted on his opponent.

4

The character hits, but with a glancing blow that does no damage. Lose one attack.

5

Character must make a Dexterity check at –2 or fall.

6

Character must make a Dexterity check at –1 or fall.

7

Character must make a Dexterity check or fall.

8

Character must make a Dexterity check at –1 or fall.

9

Character must make a Dexterity check at –2 or fall.

10

Character trips and falls into his/her opponent. The character needs to make a Dexterity check at –2 to avoid falling down altogether. The opponent needs to make a Dexterity check at +2 to get out of the way (a failure means the opponent falls).

11

Character runs into a wall or other object (table, chair, etc.). If s/he fails a Dexterity check he takes the damage intended for his opponent.

12

Character hits an ally instead. If not applicable, use "2" above.

 

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