From: LRPR000 <LRPR@UNB.CA>
Subject: Re: Critical Hits
Organization: The University of New Brunswick
Date: Mon, 5 Oct 1992 17:07:16 GMT

   In my campaign we use the critical hit system presented as an
option in the ADD2 PHB.  This means that when an attack roll is a
20, not only does it automatically hit, it has a chance of being
critical.  Another attack is immediately made, and if it hits, the
hit does twice the BASE damage for the weapon, plus the usual
strength, specialization and magic bonuses ONCE. I have allowed my
players to argue with me that the bonus for a prayer should be added
twice.  If a 20 is rolled the second time, you may try for triple
base damage, etc.  Note that certain monsters which roll criticals
should have a base + strength value assigned to their attack (for
example, I consider 2 points of a troll's damage to be strength
based). If the extra roll was a miss, it's just a normal hit.  This
tends to favor those with a high thac0, such as 10th level fighters
(and Frost Giants!). I feel that it adds a heroic touch. We have had
7th level fighters killed in one lucky blow by a fire giant.  We
have also had the entire party saved by a single blow from a
2-handed sword finishing off a dragon which was about to kill
several party members with a breath weapon in the next round...  We
also have a critical fumble system: If you roll a 1, you roll a d6
and if your thac0 is such that a 1 would have hit (if 1's weren't
ALWAYS misses) you can add the amount the 1 was over your number to
hit. If the result is 6 or more, it's a clean miss (whew!).  If not,
the following table applies to the unmodified roll: 1 - weapon must
save VS. crushing blow; fail=break; save=-2 hit&dmg magic weapon -
wielder makes worse of strength or dex check to hold it and loses
next attack.  2 - weapon must save vs. crushing blow; fail=-2
hit&dmg; save=OK magic weapon - wielder makes better of strength or
dex check to hold it and lose an attack; or tries for worse of the 2
and still gets next attack.  3 - 50% weapon stuck (if anything to
stick in - e.g. bunkbed post, table, etc. - requires 1 round and a
strength check to pull free). If nothing to stick in (or blunt weapon)
or other 50% in any case - weapon dropped (no save) and flies D12
feet away in random direction. 4 - Wielder is off-balance and loses
their next attack to recover balance. Anyone striking at them
between the 2 attacks is +2 to hit, and the wielder loses the better
of their dex or shield bonus. 5 - Wielder is off balance until their
next attack - no attack is lost, but anyone strking before their
next initiative will get +2 to hit, and they lose the better of
their dex or shield bonus.  All this tends to make life a little
more interesting - PC's swords go flying (sometimes over cliff
edges!); the +3 broadsword is stuck in a table, and you really wish
you hadn't lent your other magic weapon to your buddy as the wight
slashes at you; normal swords break; you try to recover your balance
with that 2-hander but the ogre lands a telling blow... I don't
think the system is too unfair to PC's - with their plethora of
magical weapons, specialization bonuses, strengths, assisting spells,
etc., they usually far outclass the opposition in melee anyway.

  I also use the charts from 1st edition for weapon modifiers; it
helps a little when the orcs can use halberds, and get a +1 to hit
vs. the PC's platemail.  Of course, the PC's can go right ahead and
do the same to the evil 15th level fighter lord they must defeat -
but life's like that.  I also implement a rule that after 40 rds of
strenuous activity (like melee) the character must make a CON check
or be exhausted, with -2 on all die rolls and ability scores,
checked again in 20 more rounds, then 10, then every 5.  This arose
when PC's were holding a pass against a horde of orcs - I don't
think you can stand there swinging a sword FOREVER...

   I am interested to know if anyone uses the fighting maneuvers
detailed in Dragon Magazine, such as Feints, Parries, Dodges, etc.
- I find them invaluable in making fighters more unique, and
allowing those undervalued rogues to pull of tricksy maneuvers.
'fraid I can't remember the issue right off; had a sea monster
upsetting a boat on the cover...

                                   My $.02 worth, anyway.
                                   JubbaBones
                                   Fredericton, N.B.
                                   Canada.

Newsgroups: rec.games.frp.dnd