100 Things to happen on a critical Hit


Gamer Life General Discussion


So, most of you know I have a very ridiculous Critical Failure chart. Now, I want an equally ridiculous critical hit chart, because, why not! I like lists!

So, why don't you all help me come up with things that can happen on a critical hit.

I'll start.

1. A butterfly distracts your opponent giving you the perfect opening to hit him where it hurts. Roll Percentiles:

________1-10%: You hit your opponent in the right leg, breaking its femur. Your opponent receives a -4 penalty to all attacks and loses all Dex modifiers to its AC.

________11-20%: You hit your opponent in the left leg, breaking its femur.Your opponent receives a -4 penalty to all attacks and loses all Dex modifiers to its AC.

________21-30%: You hit your opponent in the right arm, breaking its humerus and can no longer use that arm. Your opponent does not find this in the least bit funny. Roll percentiles again. If you roll above a 25% your opponent is right handed it suffers a -4 to all attack bonuses.

_________31-40%: You hit your opponent in the left arm, breaking its humerus and can no longer use that arm. Your opponent does not find this in the least bit funny. Roll percentiles again. If you roll below a 25% your opponent is left handed it suffers a -4 to all attack bonuses.

_________41-50%: You hit your opponent in the chest. If you are using a blunt weapon, you opponent gets the wind knocked out of it and a couple of broken ribs. It cannot attack until it gets its wind back, which takes 1d4 rounds. Also, it takes a -1 penalty to AC because movement is painful due to the ribs. If you are using a slashing or point weapon, however, your opponent now has a lovely hole in its chest and falls over at your feet dead. Hooray for distracted opponents!

_________51-60%: You hit your opponent right between the legs. If your opponent is male, he falls over holding his crotch and groaning. He is unable to do anything for 1d4 rounds. If your opponent is female and you are male, however, she is very angry and gets an attack of opportunity. If your opponent is female and you are female, she drops her weapon and tries to grab your hair for the classic cat fight. You get an attack of opportunity on her.

_________61-70%: You hit your opponent in the eye. It is blinded in that eye and suffers a -4 to all attacks and half it's Dex modifier to AC due to loss of sight.

_________71-80%: You hit your opponent in the stomach. If you are using a slashing weapon, your opponent is now trying to keep its guts from falling out. It drops its weapon and can no longer attack. It will try to run away to go get help. You get an attack of opportunity on it. If you are using a blunt weapon, it gets the wind knocked out of it for 1d4 rounds and cannot attack during that time, suffering a -4 to AC as well. If you are using a pointed weapon, your weapon goes into the front and right out of the back, leaving a gaping hole in your opponents middle. It will try to run away giving you an attack of opportunity.

_________81 - 90%: You hit your opponent in the head. If you are using a slashing weapon, your opponent's head is now split neatly down the middle. It falls over dead. If you are using a blunt weapon, your opponent has a dent in its head and it falls over dead. If you are using a pointed weapon, your opponent has a hole in its head and falls over dead, however, it takes your weapon with it. If you try to retrieve it, it will take 1 round to free it from your opponent's hard head.

_________91 - 100%: You hit your opponent in the neck. If you are using a blunt weapon, your opponent's throat is crushed and it will die in 1d20 rounds. In the meantime, it will continue to try to fight, because its stubborn like that, but will suffer a -1 to attacks + -1 for every round it remains standing. If you are using a slashing weapon, your opponent no longer has a head. It's rolling somewhere nearby. Roll a d4 to determine direction. If its head rolls past one of its compatriots, the compatriot will have to roll a DC 20 will save to avoid becoming shaken. If it does not roll higher than DC 10, it will attempt to run away. If you are using a pointed weapon, your opponent's neck is now spewing blood everywhere as it quickly exsanguinates. Roll percentiles again. If you roll lower than a 50, its blood gets all over your, in your face, in your eyes, everywhere. You must make a DC 20 will save to avoid being sickened for 1d4 rounds.

2. You disarm your opponent. Roll percentiles. If you roll over a 50% you also catch your opponent's weapon and may use it instead of your own next round. Dropping your weapon is a free action.

Sovereign Court

Most of these are shortly delayed death effects. That is a little too far on the ridiculous side of things if you ask me. Hope you have fun I guess.


Pan wrote:
Most of these are shortly delayed death effects. That is a little too far on the ridiculous side of things if you ask me. Hope you have fun I guess.

They are supposed to be. And that's just 1 out of 100. options. So first, you have to roll a natural 20 and then you have to roll an 00 and 1 on percentiles. So, most of them are not going to be death effects, that's just the first one I thought of. And yes, ridiculous is what I'm totally after. My critical fumble chart is full of ridiculous.

Scarab Sages

2. Severe head trauma causes the target to experience a random alignment shift, with any and all consequences that that would imply.

3. Your attack dislodges an alien chest-burster that had been incubating inside your target, which leaps out and is hostile to everyone. Treat it as a random aberration of a kind with a CR equal to the original target's HD, and the Young template. Your target must make a Will save with a DC equal to 10+the chest-burster's Hit Dice or suffer 1d10 points of Wisdom damage from the horror.

Liberty's Edge

4. Your weapon sinks deep into your opponent's flesh. You are both considered to be grappling each other; you control the grapple so long as you are still holding your weapon. A DC 15 Strength check pulls the weapon out of your opponent.

5. (Slashing Weapons) Horizontal slash, neck level. YOU guess the result.

Scarab Sages

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Snorb wrote:

5. (Slashing Weapons) Horizontal slash, neck level. YOU guess the result.

They, um...gain a second mouth and hence the ability to cast 2 spells in one round?


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6. Double Damage.
7. Triple Damage.
8 and of course- quadruple damage!

;-)

Sorry, someone had to do it.

Scarab Sages

9. You badly stub your target's toe, forcing them to do nothing for the next 1d4+1 rounds but grab their foot and hop up and down (treat this as though they've been affected by the irresistible dance spell).


What you need is 3rd edition Rolemaster. Arms Law had the great fumble tables but I lent that to a friend but there is still the fumble table in Spell Law
example: "All the elements visit you at once. All that is left is a charred mass of flesh." :D

I didn't play Rolemaster much but when the GM announced a critical D fumble, you knew it was going to be bad!


ngc7293 wrote:

What you need is 3rd edition Rolemaster. Arms Law had the great fumble tables but I lent that to a friend but there is still the fumble table in Spell Law

example: "All the elements visit you at once. All that is left is a charred mass of flesh." :D

I didn't play Rolemaster much but when the GM announced a critical D fumble, you knew it was going to be bad!

I actually have a critical failure chart. Mine tend to be ridiculous rather than deadly most of the time.

I love the toe one and the severe head trauma a lot. So using those. and I like # 4 as well


DrDeth wrote:

6. Double Damage.

7. Triple Damage.
8 and of course- quadruple damage!

;-)

Sorry, someone had to do it.

Yeah, those gotta be in the list somewhere.


10: You bash off a man's head so hard it flies into another opponent for 1d6+str damage!


Domestichauscat wrote:
10: You bash off a man's head so hard it flies into another opponent for 1d6+str damage!

10a: If there is no other opponent, the same thing happens, but hits one of your allies.


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11. Yes, it WAS that bad. Random treasure on your former foe must save or be part of the debris field you just made. Set that greataxe on stun next time.

12. Free intimidate (or other social/antisocial skill) check to demoralise your opponent as you not only land your strike you verbally rip into it about its defence or lack thereof. You want a CRITICAL hit, right?

13. Clean whiff/easy parry. Enemy laughs at you. Followup/followthrough/swing the other way. Enemy stops laughing. (Monks could use one of Rob Van Dam's favourite spots as an example.)


14. You are suddenly angered and swing harder than you ever have before. Some might call it temporary insanity, but your cousin was a barbarian and you see him rage before. Calculate the damage as if you had the STR of your cousin the Bob the Barbarian (He always hated that name) +4 to STR modifier when calculating damage.

15. Your hit is so accurately placed that it cuts through any DR your opponent would have had. If your opponent had no DR add 3 points of damage on your total (after multiplying critical damage)

16. That was a beautiful swing. The heroes out of legend couldn't have done it better. Calculate your damage as if you had rolled max damage possible for your character.

17. You steady your stance and swing the hardest you ever have. Roll D12 for damage rather than your usual dice. If your usual dice are D12's roll a D4 along with it.

Liberty's Edge

18. Truly excellent bladework! Your dice (and hopefully your opponent's thoracic organs) explode! (Roll your usual critical hit damage, and reroll any damage die that comes up on its maximum result, and add it to the running damage total. If a rerolled die comes up maximum result again, reroll it again! The fun and learning NEVER begins!!)

19. As #18, but throw a d8 into the mix as well!

20. As #19, but pretend your first damage roll was all max results! (Basically, roll your critical hit damage, reroll exploding dice, and when all is said and done, add your usual max critical hit damage to your result.)

Scarab Sages

21. By some miracle, your killer blow misses; your adversary realizes what they just managed to avoid, and that they probably won't be so lucky next time, and voluntarily surrenders.


I'm Hiding In Your Closet wrote:
21. By some miracle, your killer blow misses; your adversary realizes what they just managed to avoid, and that they probably won't be so lucky next time, and voluntarily surrenders.

Love this one!

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