Apur-phy.315
net.games.frp
utzoo!decvax!pur-ee!purdue!pur-phy!hal
Fri Apr 30 14:16:04 1982
Critical Hits
   If you like to handle critical hits and fumbles but don't like to
keep track of broken arms, severed ears, etc., here is a system used by
several DM's here at Purdue.  If you do like very detailed systems that
keep track of broken bones, severed arteries, and so on, Combat Law is
one of the best I have seen.

Critical Hits:
   A roll of 20 (natural) indicates a "possible" critical hit.  If a
natural 20 is required to hit then this is never a critical, otherwise
d20 is rolled again.

           1-10        no critical, normal damage
           11-16       double damage
           17-19       triple damage
           20          quadruple damage


Fumbles:
   A roll of 1 indicates a possible fumble.  To avoid a fumble, roll below
   your dexterity on d20.

           1-DEX       no fumble
           > DEX       fumble (usually, drop your weapon)

   How far away your weapon lands is proportional to how much the roll
exceeded your dexterity.  This we leave up to the DM's judgement.  If you
allow fumbles to injure you should have a written table.


   The thing I like about this system (other than not having alot of
detail) is that a roll of 20 (1) indicates a "possible" critical (fumble)
rather than a sure thing.

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