From: l2wang@mobius05.math.uwaterloo.ca (  Lei Wang  )
Subject:  -- Critical Hit/Fumble Tables
Organization: University of Waterloo
Date: Mon, 5 Oct 1992 11:29:55 GMT

  (a few modifications from last version:  simplifications)

  I wrote this up a while ago for one of the campaigns that I was in.  I'm
sure many such tables have been made, so here I set out to show you my own.


  So I decided to make one up that was easy to use, that requires only
two additional die rolls for fumbles and three for critical hits.  More
importantly, these die rolls take into account the fighting and defending
abilities of the attacker and his opponent.  It is just plain ridiculous,
for example, if a 20th level fighter drops his weapon on a 1, just as
likely as a fledgling 1st level mage, as in some campaigns.

  Remember:  This is only to color up your campaign.  Don't blame me if 
your 2nd level mage pierces the 20th level drow mage's heart and kills him,
or if your kobold swings his club and breaks the leg of the 20th level
paladin in the party.


   Critical Fumbles:

  On a natural die roll of 1 on the attack roll, roll a d20.  If the result 
is less than the attacker's THAC0, a critical fumble occurs.  A roll of
1 is a fumble in any case.

  When a creature is attacking with his natural limbs, most of the following
are not feasible.  Ignore the critical fumble, then, since one has much
better control over his/her/its limbs than over a weapon that he/she/it
is using.
  Whenever an ability check is called for, and a creature does not
have such an ability listed, use its hit die +5, or 7, whichever is
greater.  In many cases, however, this turns out to be ridiculous.  So
use common sense.  A snake is not likely to trip and fall, for instance.

*Example:   Rath the dwarf(3rd level fighter, THAC0 15 with strength, weapon,
          and specialization bonuses) swings his huge 2-handed battle axe 
          at his ogre opponent.  Unfortunately, he rolls a 1 on the attack.  
            The DM rolls a d20, with the result being 14.  Just barely a 
          fumble.  The DM rolls 29 on the percentile:  Rath overswings his
          axe, slips, and bumps his head on the wall, and is dazed.  The
          ogre gets one free round of attacks on Rath, while Rath is 
          seeing stars.

   Roll percentile:

(01-04)   Weapon misses and is stuck, unless a strength check is made.
(05-07)   Weapon misses and is stuck.  Removal impossible in the next few 
            rounds.
(08-11)   Weapon misses and hits ground or wall.  Save vs. crushing blow 
            or be broken.
(12-13)   Weapon misses and hits ground or wall.  Save vs. crushing blow  
            at -5.
(14-19)   Loses balance, make dex check or fall.
(20-24)   Loses balance, falls.
(25-27)   Loses balance, fallen and stunned, unless a con check is made.
(28-29)   Loses balance, falls, and is stunned for 1 round.
(30-34)   Loses balance and no more attacks in the round.
(35-39)   Loses balance, +6 penalty to initiative next round.
(40-42)   Loses balance and no more attacks in the next round, while recovering.
(43-46)   Trips and falls, but grabs opponent, who must make dex check or fall.
(47-49)   Trips and falls, but gets a free attack on the opponent.
(50-52)   Trips and falls, pulls a few muscles while trying not to fall.  
            paralyzed for 1d3 rounds, upon failing a save vs. paralyzation.
(53-57)   Hits another creature nearby, if an additional attack roll is made.
(58-62)   Hits another creature nearby with +4 to hit, due to surprise.
(63-67)   Fumbles and drops weapon unless a dex check is made.
(68-69)   Fumbles and drops weapon.
(70-74)   Fumbles and lets fly weapon, roll 1d8 for direction, and 4d6 yards.
            for distance.
(75-78)   Fumbles and lets fly weapon, hits random creature within 30 ft, roll 
            to hit.
(79-81)   Fumbles and lets fly weapon, hits random creature within 30ft, +4 to 
            hit.
(82-83)   Fumbles and misses so badly that friends of the attacker are shamed.
            -2 to hit for them in the next 2 rounds.
(84-85)   Fumbles and misses so badly and stupidly that foes of the attacker 
            are so amused that they fall down and laugh for 1 round.  Free 
            attacks.
(86-87)   Sand gets in attacker's eyes.  Save vs. breath or be blinded for 1d4 
            rounds.
(88-89)   Misses and hits self with weapon, if an additional attack roll is 
            made.
(92-94)   Misses and hits self with weapon, +4 to hit.
(95-97)   Misses and hits self.
(97-99)   Misses and hits self, +4 to hit and double base damage.
(99-00)   Misses and critically hits self, roll on critical hits table.


   Critical Hits:

  On a natural die roll of 20 on the attack roll, roll a d20.  If this
second roll would normally hit the opponent again, a critical hit occurs.

*Example:   Rath barely survived the ogre's frenzied attacks, and gathers
          his last strengths into a last desperate swing at the ogre.  He
          rolls a natural 20. (the armored ogre has AC 2, Rath's THAC0 was 15,
          so Rath normally needs a 13 to hit)
            The DM rolls the d20, and comes up with a 17, which would have
          hit the ogre, so the critical hit occurs.
            The DM rolls a 1 on the d6, and a 77 on the percentile.
          Quadruple damage.  Rath rolls 8 on the damage roll for his
          axe, plus 4 in modifiers, for a total of (8 + 4) * 3 = 36
          points of damage.  The ogre is killed instantly.

  Roll 1d6:

   If (1-3):

  Roll percentile:

(01-60)   Double damage, after all factors are included in the damage.
(61-84)   Triple damage.
(85-94)   Quadruple damage.
(95-98)   Quintuple damage.
(99-00)   Sextuple damage.

   If (4-6):

(Decapacitation save:   10 - Initiative modifier due to size
                           + Total damage bonus on the hit)

  Roll percentile:

(01-04)   Absolutely Tremendous Hit.  Only double damage, but the blood and 
            guts really shows in lively color, and splatters all over the 
            place.  friends of attacker stop melee and applaud for 1 round.
(05-07)   Tremendous Hit, double damage.  It's so terrible that all foes should 
            make an immediate morale check.
(08-09)   Tremendous Hit.  Triple damage, and weapon gets lodged inside of
            opponent.  Requires a strength check to free.  Freeing causes
            additional damage equal to the original roll.
(10-11)   Tremendous Hit.  Opponent's collar bone snaps and flies across
            the battle area, as a weapon of THAC0 10, 2d6 damage.
(12-15)   Hits and stuns opponent for 1d2 rounds, unless opponent makes a con 
            check.
(16-17)   Hits and stuns opponent for 1d3 rounds.
(18-23)   Hits opponent, who loses balance, make dex check or fall.
(24-26)   Hits opponent, who loses balance and falls.
(27-31)   Disarms opponent, unless opponent makes a strength check.
(32-33)   Disarms opponent.
(34-35)   Disarms opponent, roll 1d8 for direction and 4d6 for distance in
            yards for where the weapon went.
(36-39)   Opponent's weapon must save vs. crushing blow or be broken.
(40-41)   Opponent's weapon must save vs. crushing blow at -5
(42-47)   Opponent loses attacks for the remainder of the round.  
(48-50)   Opponent loses attacks for the remainder of the round and gets a +6 
            penalty to initiative next round.
(51-52)   Opponent loses attacks for this and the next round.
(52-58)   Attacker gets +4 to hit for this and the next round, seizing
            advantegous position.
(59-62)   Attacker gets a free attack while opponent is recovering.
(63-64)   Attacker gets free attacks(max in a round) while opponent is
            recovering.
(65-67)   Strikes vital organ.  The fight has gone out of the opponent, who
            can only parry until he can get medical attention.
(68-69)   Strikes vital organ.  Opponent unconscious for 1d4 hours.
( 70  )   Strikes vital organ.  Opponent dies in 1d4+1 days unless Cure
            critical wounds or greater has been cast.  The Healing proficiency
            can be tried once per day, but with a -10 penalty.
(71-72)   If slashing weapon, cripples one limb for 1d4 days, otherwise no 
            effect.
( 73  )   If slashing weapon, severes one limb.
(74-75)   If slashing weapon, severes one non-major organ(ear, nose, etc).
( 76  )   If slashing weapon, severes head of opponent, who may roll save vs.
            decapacitation to avoid.
( 77  )   If slashing weapon, severes head of opponent.
(78-80)   If piercing weapon, pierces vital organ.  See 68.
(81-82)   If piercing weapon, pierces vital organ.  See 70.
( 83  )   If piercing weapon, pierces through eye or heart.  Opponent may save
            vs. decapacitation.
( 84  )   If piercing weapon, pierces through eye or heart.
(85-87)   If bashing weapon, cripples one limb/hand for 1d4 days.
( 88  )   If bashing weapon, shatters bone in one limb/hand.  Heal or 
            regeneration is needed, or 1 month of game time for natural heal.
(89-90)   If bashing weapon, hits and cripples some non-major organ.
( 91  )   If bashing weapon, hits head of creature, and splatters it.  Opponent
            gets a save vs. decapacitation.
( 92  )   If bashing weapon, hits head of creature and splatters it.
(93-96)   Hits and cripples creature's reproductive organ, if male.
( 97  )   Hits and cripples creature's reproductive organ, if female.
( 98  )   Hits opponent with such force that it sunders the very fabric of
            reality, and a random harmful spell of level 1d9 strikes opponent.
(99-00)   Kills opponent, and critically hits another foe in range, if possible.

  
  Humor has been inserted at places, as in the style of level 12: of Castle
Greyhawk.

(comments welcome)

-- 
l2wang@napier.waterloo.edu
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