First attempt at a crit chart


Homebrew and House Rules

Liberty's Edge

I like the idea of critical hit (and fumble) charts, but a fairly cursory search on Google didn't impress me with the free results, and I see no need to buy something like the Critonomicon when I can certainly come up with my own ideas. So I threw together a quick attempt at a slashing weapon critical hit chart that I think is fun and not too brutal. Before I spring this idea on my players, I'd like to get some feedback on the chart.

Critical Hit Chart

I plan on making separate charts for bludgeoning, piercing, ranged, and magic (touch attacks), as well as fumbles.

Comments? Criticisms?


Kyle Smith 700 wrote:

I like the idea of critical hit (and fumble) charts, but a fairly cursory search on Google didn't impress me with the free results, and I see no need to buy something like the Critonomicon when I can certainly come up with my own ideas. So I threw together a quick attempt at a slashing weapon critical hit chart that I think is fun and not too brutal. Before I spring this idea on my players, I'd like to get some feedback on the chart.

Critical Hit Chart

I plan on making separate charts for bludgeoning, piercing, ranged, and magic (touch attacks), as well as fumbles.

Comments? Criticisms?

It is less swingy than the critical hit deck For the one that beheads people I would allow a fort save though. Insta-death without a save is not fun, and it also stops it from ruining boss fights. To be perfectly honest I think it is better to remove that one, but if you must have it then I would allow a save.

I would ask them if they want to do it, and a large majority, if not all of the group, should agree to it.


wraithstrike wrote:


To be perfectly honest I think it is better to remove that one, but if you must have it then I would allow a save.

Ditto. While a fun entry on the crit chart, including instant death creates a vulnerability against the PCs... a PC will eventually have his head removed... in fact, once in every 100 critical sword swings by the enemy. It'll happen more often than most groups would probably like.

The average critter or opposing NPC only has a few rounds of game time to worry about the threat of beheading. After that, they are typically dead one way or another.

Insta-death is only appropriate for a very grim+gritty campaign environ.

Liberty's Edge

I will, of course, not introduce this without my player's agreement.

Wraithstrike: Not sure I know what you mean by "swingy."

Zhnov: The instant death is a lot less common than 1/100 swings. It requires a second d100 to result in 100 to confirm the beheading. Adding a Fort save (something like DC 10 + CR of attacker?) could be a good idea, though.


Have you ever looked at "Good Hits and Bad Misses" from Dragon Magazine? It's what we still use and the best system I have seen.

It's not just a chart but a critical system but you could probably just use the chart.


I did notice to confirm the particularly bad ones (90-100) you had to re-roll to confirm. That does help prevent them from happening too often, but eventually you will get one.

You should remember these charts improve weapons that have higher critical ranges and/or multipliers. Personally, with this chart, I may well select a Scimitar (1d6, 18/x2) over a longsword (1d8, 19/x2) simply because with improved critical, it's a 10% higher chance of a critical hit, and getting one of these effects. It also increases the usefulness of Improved Critical and the Keen special ability.

I don't understand why Bladestorm is where it is - I consider a free attack far more useful than a free bull rush or disarm. Particularly since it's at the same BAB. That's the equivalent of the Speed special ability - a +3 weapon upgrade!

Nick and Destructive Strike are also very strong for not requiring a confirmation. I don't have my book on me, but I thought it was possible to sunder armor, even if it is being worn? If not, then it's not so bad, but it shouldn't apply to everyone (IE only the critical guy gets the benefit), or not for the entire encounter (until the start of your next turn, or something).

The same applies to Powerful Blow, Mighty Blow, Hand Wound and Foot Wound. Can I really get x4 scimitar with a 15 critical range (with improved critical)? That's really, really powerful. Apply the same thing to a Scythe and it's a x6 multiplier! I think the entire 70-89 set requires the same re-roll confirmation as 90-100 (re-rolling 70+ or 80+ to confirm).

For the effects of bleed damage, improved critical multipliers, and damage like slashed toes, fingers, etc, should not be applied if the target is immune to critical hits (such as undead, golems, etc).

For things like fingers lost, foot lost, etc, how does it apply for PCs? If they lose 3 fingers, can they no longer use that hand for combat until they receive a regeneration? What if you are too low a level to have access to that magic? If I used both hands in combat (as most do), I would be upset if at level 2 a lucky NPC cut off 3 of my fingers and now I can't use my shield/two-handed weapon/off-hand weapon anymore. What if I lose a leg? Do I just hop around everywhere? Can I move without assistance? What if we are in the middle of a dungeon, and can't get any kind of magical healing in there? Do I simply make a new character? Unless you're playing a high-level game at the start (namely, whatever level you need to be to cast Regenerate), I think these higher crits, despite the re-roll are far too lethal to be allowed.

For the final two effects, allow saving throws. Really, I would protest mightily if I didn't receive a save on them. I would rate the DC at the damage dealt, no modifiers - I would allow either Fortitude or Reflex, maybe at the subject's choice to help survivability.

The whole feel of the chart is cool, but I think you're trying for too many effects. I would keep it simple, like the bleed damage, the free combat maneuvers, and maybe catching an opponent flat-footed as well. I wouldn't apply the harsher penalties, certainly wouldn't apply the last two groups (80-100).

I would suggest a simpler chart (maybe D20), get 10 effects, and apply the ones that can be applied to anyone (such as catching them flat-footed), then the ones you can apply to most (such as Bull Rush and Trip), and then the ones you can't use except in some situations (such as Disarm) at the higher end of the spectrum. To prevent lots of re-rolls (which I can see happening in your chart), apply the next lowest result if what you roll doesn't work - you always get something, but you might get something more useful if you roll higher.

The most important thing to remember is that this chart, or any like it, increases randomness in the game. When you increase randomness, the underdogs have a better chance of winning. Since the PCs win most fights, this hurts them more than it helps them.

On the whole, this is a solid idea, but it has some technical tweaks that need to be worked out in the name of balance and fun.

Liberty's Edge

So, here's an alternate chart I worked up after reading the feedback:

d20 Critical Hit Chart.

It should be less brutal with less rerolling.


I converted the old Rolemaster critical charts to be compatible with d20 if you're interested.


Kyle Smith 700 wrote:

I will, of course, not introduce this without my player's agreement.

Wraithstrike: Not sure I know what you mean by "swingy."

Zhnov: The instant death is a lot less common than 1/100 swings. It requires a second d100 to result in 100 to confirm the beheading. Adding a Fort save (something like DC 10 + CR of attacker?) could be a good idea, though.

Swingy means arbitrarily inconsistent basically since you never know when it will come up and/or the affect it might have. As an example if a normal fight is supposed to last 3 to 5 rounds, and you introduce an ability than can instantly kill one side or the other the ability makes the fight harder to stay within the the 3 to 5 round period. If you never know when it will come up that makes it even harder to account for.

PS:I know the insta-death does not kill an entire party. The above paragraph is just an example.


I like this one a LOT more Kyle. Significant improvements on this one. I especially like the maximum weapon damage - I didn't think of it. That's a solid addition.

I would add a save in Disembowel to reduce stagger to one round (Fortitude fits here), but otherwise it is solid. Significant improvement, and I like it a lot. Well done.

Yeah. That's my new critique. Add in a save and pitch it to your players. I am impressed. If this is something your guys like, then you have added in a new dimension in picking weapons and such that should enhance the game.

I would remind them that this will hurt PCs more often than it will help them, since it does increase randomness. But if they are OK with it, by all means.

Well done!

Liberty's Edge

Good idea on the Fort save for Disembowel. I've included that. I'm liking the way the chart is looking now.


Are these on any crit? Personally, the crit charts I've made in the past have only ever come into play on a natural 20 + critical threat, or second nat 20.

I suppose it would make things more interesting if this were coming up on rolls of 15+, but that seems like it's going to bog the game down too much, dramatically favor some weapons over others and balloon the swinginess of getting a crit too much overall.

For a big threat range weapon you're looking at a threat roughly 1 in every 3 swings. Do you want this to be coming up that often? Maybe you do. I don't think I do.

That said, I like the first chart better than the second, though I think that some things could stand to be tweaked a bit. I think the chance of lopping something's head off was reasonable at 1/20*1/20*1/100*1/00. There are a LOT of 0s after that decimal point.


yeti1069 wrote:

Are these on any crit? Personally, the crit charts I've made in the past have only ever come into play on a natural 20 + critical threat, or second nat 20.

I suppose it would make things more interesting if this were coming up on rolls of 15+, but that seems like it's going to bog the game down too much, dramatically favor some weapons over others and balloon the swinginess of getting a crit too much overall.

For a big threat range weapon you're looking at a threat roughly 1 in every 3 swings. Do you want this to be coming up that often? Maybe you do. I don't think I do.

That said, I like the first chart better than the second, though I think that some things could stand to be tweaked a bit. I think the chance of lopping something's head off was reasonable at 1/20*1/20*1/100*1/00. There are a LOT of 0s after that decimal point.

1 in three? Isn't the best you can get 15+ (Scimitar + Improved Critical)...well, that's close to 1/3.

Let's also remember this makes the "Critical" feats virtually useless - if I was basing a fighter of getting crits, I would rely on the chart than use the feats.


I like the chart as it is better than your first draft. But I'm wondering if you confirm Crits?

Liberty's Edge

Yes, crits would absolutely have to be confirmed to roll on the chart.


Kyle Smith 700 wrote:
Yes, crits would absolutely have to be confirmed to roll on the chart.

Ah! Upon reading the post, an idea comes to my mind! All glory to Iomedae! May she bless us with her infinite wisdom, valor, and courage!

...Ahem.

Make the critical confirmation roll also the roll on the chart - if the attack hits, it also serves as the special effect roll, and helps reduce rolling.

With this method, I suggest reducing "Nick" to simply a roll of sixteen, and raise everything else by one (since a 1 automatically misses).

Only the higher ones need be confirmed again (the ones you have with an asterisk).

I would also make Nick and Powerful Blow be re-confirmed, but that's my own personal preference against things that are not opposed checks (Laceration isn't either, but it's easily fixed).


TheRedArmy wrote:


1 in three? Isn't the best you can get 15+ (Scimitar + Improved Critical)...well, that's close to 1/3.

Let's also remember this makes the "Critical" feats virtually useless - if I was basing a fighter of getting crits, I would rely on the chart than use the feats.

Yeah, the threat range of a scimitar, rapier or falchion is 15-20, which is a 6/20 chance of rolling a threat, which is a 3/10 chance when reduced, or slightly more than a 1/3 chance to score a threat.

I agree, which is another reason for this table to only function on natural 20s. It all depends on what your goal is.


Try this.

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