Critical Hit Tables???

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Joe
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Critical Hit Tables???

Post by Joe »

Hi,

I have been using the crit tables out of Crusader Mag and just find them a bit too blah.

Does anyone have cool crit tables you would be willing to share?

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Post by cinderblock »

There were critical hit tables done for AD&D that appeared in Dragon magazine many years ago that I believe I might still have. I'll try to track it down and let you know. The tables, if I remember correctly, could be exceedingly deadly. It should mesh with C&C with little to no modification. I'll look for it tomorrow night as right now I'm coming off a double and am looking forward to a few hours of sleep.

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Post by Jackal »

I don't have any tables but I do have a critical hit system I use. First off, a 20 in combat is an auto-hit while a 1 is an auto-miss. In addition, if a natural 20 comes up it's a possible critical (as long as the character in question could hit on something other than a natural 20). The character makes a strength check using the target's hit dice or level as the challenge level. If he passes, he does double damage.

It's worked well in my games and, on average, it allows warriors to do slightly more criticals than rouges, rouges to do slightly more than wizards, etc. But it also allows for the wizard who wants to do more criticals in combat (for some reason) and takes a strength prime.

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Post by serleran »

I developed some. What do you mean by "cool?" Everyone has their own sense of what defines that, especially regarding ways to instantly kill, maim, or otherwise inflict massive bodily injury...

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Re: Critical Hit Tables???

Post by csperkins1970 »

Joe wrote:
Hi,

I have been using the crit tables out of Crusader Mag and just find them a bit too blah.

Does anyone have cool crit tables you would be willing to share?

I like Paizo's Critical Hit and Fumble decks... though they require a little houseruling for use with C&C.
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Re: Critical Hit Tables???

Post by Frost »

csperkins1970 wrote:
I like Paizo's Critical Hit and Fumble decks... though they require a little houseruling for use with C&C.

Same here...
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Post by Joe »

I mean the critical hit charts where you roll percentile and that determines the severity of the attack.

I am not crazy about the crit system that only deal double damage, for a think a really good hit to the jugular should mean instant death, but be rare. Double damage is just another way of peeling the layers of hit points off until they drop.

I play in a game thart uses the crit hit deck, but I prefer the old school percentile tables I used way back when.

Though drawing a card can be fun, not crazy about the critical hit deck, though it is a good product.

I want the result determined by the dice each individual rolls.

I was just hoping someone has an existing table but i guess i can spice up the one out of Crusader and call it good.

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Post by Treebore »

Still have your Best of Dragons? I think it was issue 5 that had some pretty deadly charts, and they are certainly still usable with C&C.

If you looking for lethality over detail you can use my old 2E crit system.

01-50 is double damage.

51-75 is triple damage.

76-95 is quadruple damage.

96-99 is x5

00 is x10 (likely death)

It was pretty brutal, but my players liked it enough to keep it every time we started a new campaign. In about 10 years of weekly usage 00 was rolled maybe twice per year. Fortunately it happened at high levels and early in the combat, so death only resulted once. There was one time it happened at low levels, it was a d8 damage with no other modifiers and I rolled a 1. They lived.
Gotta love random chance.
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Post by serleran »

{edited in "typical" serleran fashion}

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Post by Foxroe »

What's this? A sneak peak!?
-Fox

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Post by csperkins1970 »

Foxroe wrote:
What's this? A sneak peak!?
-Fox

That's what I thought (once I magnified the OGL text at the bottom). Pretty sneaky!
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Post by serleran »

Quote:
What's this? A sneak peak!? Shocked

Heh, hmm, maybe? ;)

But, the real question is... did you like it?

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Re: Critical Hit Tables???

Post by Kersus »

csperkins1970 wrote:
I like Paizo's Critical Hit and Fumble decks... though they require a little houseruling for use with C&C.

Has anyone already worked on this?

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Re: Critical Hit Tables???

Post by Treebore »

Kersus wrote:
Has anyone already worked on this?

K

I would imagine the two posters in this thread and Dangerdwarf.
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Re: Critical Hit Tables???

Post by Kersus »

Treebore wrote:
I would imagine the two posters in this thread and Dangerdwarf.

I don't have it myself, but my nephew picked it up under my watch and wants to use it for C&C. If anyone's done conversions or cleared up issues with using it for C&C, I'd love to be able to pass it on to him.

Cheers,

K
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Post by Lord Dynel »

Has anyone tried the "Great Hits and Terrible Misses" charts from Crusader #7? They look pretty decent. Haven't tried them in-game yet, though.
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Post by Joe »

Quote:
Has anyone tried the "Great Hits and Terrible Misses" charts from Crusader #7? They look pretty decent. Haven't tried them in-game yet, though.

yes, they seem non-climactic and weak. I mean you need to roll over 80 percent just to get something interesting. I think crits ought ot be more decisive and deadly. I ended up making my own.

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Post by csperkins1970 »

Joe wrote:
yes, they seem non-climactic and weak. I mean you need to roll over 80 percent just to get something interesting. I think crits ought ot be more decisive and deadly. I ended up making my own.

I just played yesterday and used this very boring (but quick and easy) method:

1] On a natural "20" you get an extra action. This can be an attack, movement, casting a spell or any other action that takes 1 round.

2] On a natural "1" you automatically miss and lose you next round's action.

It's not flashy but it worked well in our game.
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Post by Aladar »

I tried out the "Great Hits & Terrible Misses" charts last week and found they worked great.

I am of the opinion that crits should be rare but there. I liked that most of time a crit only resulted in a couple of extra HPs of damage, but had the potential to really hurt every once in a while. My players seemed to like the danger that a crit was possible.

The system is simple enough to use and doesn't complicate the game. I also use System I from the "Armor Damage Rules" in Crusader #2. So far, both have worked out great.
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Post by Go0gleplex »

I used to have a modified set of crit tables based off of one of the original DRAGON mag. articles and Armory's D30 tables. They were really gruesome and folks had fun with them...but they did slow the game down a tad.

I'm using a much simpler system now, in that a natural 20 (crit) does additional damage equal 2x to character level for melee combat only. A fumble simply results in an initiative of 1 on the next round of combat (ie, character goes last as they recover from their spectacular oops!)

So a 4th level fighter that crits does an extra +8 damage...or the 1st level mage does +2 damage. Seems to work well so far...though the giant rats rolled three 20s in a row against the party cleric in our last session. *evil maniacal laughter*
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Post by Treebore »

Go0gleplex wrote:
A fumble simply results in an initiative of 1 on the next round of combat (ie, character goes last as they recover from their spectacular oops!)

I like that. Currently I have them roll a DEX save. Make it and their turn is simply over. Fail and they lose their next rounds actions.

I think this idea of yours may be a fair balance of both without any extra rolls.
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Post by Go0gleplex »

Should have seen the fumble tables I used to use Tree. "Character stumbles over own two feet...stabs nearest friendly left in 'the tush' for normal damage"...or...."Character overcompensates with swing, spinning around and falling over too dizzy to attack next round." Just a couple of the glorious (and sometimes hilarious) events resulting from that pesky natural 1.

I just don't have the energy for all that anymore these days. *wry smile*
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Post by Aladar »

One of the things I like about the crit tables, is that even a high level fighter has to be concerned that one of the low level guardsmen arresting him can get lucky and kill him if he resists.

I like this element.
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Post by csperkins1970 »

Treebore wrote:
I like that. Currently I have them roll a DEX save. Make it and their turn is simply over. Fail and they lose their next rounds actions.

I think this idea of yours may be a fair balance of both without any extra rolls.

Agreed... consider that idea to be swiped for use in my game! Thanks
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