Dungeons & Dragons Critical Charts Cont.
Tuesday, September 2nd, 2008So yesterday I put together a somewhat simple “Melee - Critical Hit Table” for all those sword swinging, club thumping, axe biting bastards out there. I’ll take some time to catch up with Ranged, Magic, Clerical, and other “Critical Hit” charts. However, before I continue I want to make sure everybody feels comfortable about the greatness of Criticals Hits and the horror that is Critical Failures.
Just as with a max Natural die roll causing a “Automatic Hit” there needs to be the counterbalance of a “Automatic Failure” with the minimum Natural die roll. If your final Attack Roll amount would miss with this roll then you must roll on the “Critical Failure” chart corresponding to your attack attempt. As an example I’ve put together the “Melee - Critical Failure Table” below.
Melee - Critical Failure Table |
|
| Roll 1d12 | |
| Roll | Effect |
| 1-4 | Standard Critical Failure: The attacker has miscalculated the attack, narrowly readjusting their stance to avoid catastrophe. If the character is performing any other Attacks this turn, all remaining attacks have a -1 modifier to the Attack Roll. Any Movement Action that would be performed after this Attack phase by the attacker has a -2 modifier to their Movement. |
| 5 | Off Balance Attack: The attacker swung wildly without the concentration required to keep from losing their balance. The attacker must immediately roll to keep their balance and avoid falling down. The roll is a DEX MOD Saving Throw roll verses their STR value. If the attacker has failed then the player may choose from the following:
|
| 6-8 | Damaged Weapon - The attacker has damaged their weapon while attacking. The weapon now has a -1d4 MOD to all further attacks till repaired. If the attacker was performing an unarmed attack then the character receives 1d4 Damage. |
| 9-10 | Pulled Muscle: The attacker has pulled a muscle while performing the failed attack. All STR related Checks or STR MOD checks/bonuses receives a -4 MOD (to STR and STR MOD values). This modifier will remain in effect till healed till full level. In addition the attacker loses 1d4 +1 Damage. |
| 11 | Cry Havok: If the attacker has allied characters next to their square then each ally is required to make a DEX Saving Throw (base 10 + Attacker’s STR MOD). If they fail then apply the Attacker’s STR MOD + 1d4 Damage to the ally character.If no allies are near the attacker, then perform the “Off Balance Attack” results found above. |
| 12 | Got Myself: The Attacker must roll an additional Attack Roll verses themselves. If they roll a natural ‘1′ then perform the “Damaged Weapon” result. If they roll a natural ‘20′ then the Attacker must roll on the “Melee - Critical Hit Chart” to see what damage the character causes to him/herself. |



