Most embarrassing critical ever.


Kingmaker


Last tuesday in our regular session the party cleared the mite lair.during the fight on mite scored a crit on the parties frontline fighter..I then procedded to roll a double one. resulting in two hitpoints damage..without a doubt the lowest critical hit damage I have ever rolled.

On the other hand I managed to critical the party druid

Spoiler:
with the tick no less
and nearly kill him. This was after he had fallen down two holes by failing climb checks

[spoiler]

Dark Archive

That is rough.

In comparison, in one of our early 3rd Edition games in 2001 or so, my friend's Wizard had a toad familiar. Shared the spell shocking grasp, and when he hopped on a rather tough hobgoblin, scored a critical hit. The hobgoblin was toast in one electr-toad "hit."

You'd think a vicious little blue guy would be more dangerous than a toad!

Liberty's Edge

Damn man, that sucks. Coulda been worse though, you coulda critted then fumbled the confirmation--knew one guy that this seems to happen to more often than not.


DM Wellard wrote:

Last tuesday in our regular session the party cleared the mite lair.during the fight on mite scored a crit on the parties frontline fighter..I then procedded to roll a double one. resulting in two hitpoints damage..without a doubt the lowest critical hit damage I have ever rolled.

[spoiler]

One game I played in, a PC got critted by a weapon that did x4 damage (maul?). As we were getting ready to say goodbye, the DM rolled 4 1's.


Way back in the Stone Age, while using the old much loved and much feared Dragon magazine critical hit chart, I had my most embarrassing crit. I had written my own adventure, featuring an evil Zhentarim sorceress as the final boss monster. Coming to the climactic encounter, the PCs were wounded, exhausted and very low on spells. In the first round after entering her sanctum sanctorum to confront the sorceress and her bodyguards, the wimpy elven wizard with a strength of 8, who was totally out of spells, beat everyone's initiative roll, rushed across the room, lashed out wildy with the longsword that had previously only served to balance the spellbook on his other hip, and scored with a natural 20, the first time he had ever hit anything in melee. He rolled on the Dragon critical hit chart and I read the result - throat cut, instant death. So much for the fearsome boss encounter. The bodyguards were so demoralized by seeing their dreaded leader taken out in less than six seconds by what appeared to them to be the elven god of death that they threw down their weapons and surrendered. All that time I'd spent creating that evil nemesis and crafting what was supposed to be a very challenging encounter, and she never even got a spell off.

Sovereign Court

There was a game where I was a half-orc paladin with no str bonus, I got a critical for my x4 damage, and rolled all 1s. who can do the math and figure out how many damage that was yay critical, thank god for the paizo crit deck making up for the damage with status effect.


Actually I recalculated..it was 2d3-2 and I rolled a 2 so it was really zero damage..one point because of the minimum..

A 1HP crit..thankfully that won't be happening again


Adventure Path Charter Subscriber

To avoid this sort of thing, we have a home rule that says the first die on a critical hit is always full. That means, if you do 4d6 on the critical hit, the first is 6 and then you roll 3d6 for the rest of the damage.

Gets rid of those embarrassing low criticals. (And makes critical hits mean something...)


DM Wellard wrote:

Actually I recalculated..it was 2d3-2 and I rolled a 2 so it was really zero damage..one point because of the minimum..

A 1HP crit..thankfully that won't be happening again

A druid in my Runelords game coup de grace'd a fallen goblin with a dagger (2d4-2) and this happened. Three Times (I think once it was 2 or 3 damage). He made all the Fort saves too.

Dark Archive

Rick wrote:

To avoid this sort of thing, we have a home rule that says the first die on a critical hit is always full. That means, if you do 4d6 on the critical hit, the first is 6 and then you roll 3d6 for the rest of the damage.

Gets rid of those embarrassing low criticals. (And makes critical hits mean something...)

Our group uses this same house rule. The weapon does max normal damage and then you roll the remaining added extra damage. This makes crits always payoff.


Think I'll adopt that rule..it makes sense

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