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D&D 3E
6th-Sep-2005 12:27 pm
Does any one know where I can get a chart for critical hits and misses and also a chart for called shots?
6th-Sep-2005 04:50 pm (UTC)
Are you talking about specific alternative rules and not the standard critical hit rules? I know there are some out there, but I don't know exactly where to find them.
There is a Sword and Sorcery book that is an alternative player's handbook that I think has some alternative rules for critical hits.
As for called shots, I am giving you an old school warning. Don't use them, as they get very, very dangerous and complicated. A called shot to the head for a human and a called shot to the head for a beholder are entirely differnt things, and have entirely different results. As different monsters have different anatomy, there are many complications.
6th-Sep-2005 05:08 pm (UTC)
Thats a good point on the called shots.
6th-Sep-2005 05:13 pm (UTC)
I'm looking for alternative rules for critical hits, instead of just damage I'm also looking for status effects.
6th-Sep-2005 05:30 pm (UTC)
I have one in the works, which is to say a couple ideas are floating around in my head, but no pen has been put to paper.
6th-Sep-2005 05:23 pm (UTC)
What is it that you want out of a critical hit/critical miss chart, that you're not getting out of the current system?

DnD combat is very abstract. It does, however, have certain survivablity built in. WHile it may be cool to have your character be able to take out an opponent in a single strick, the PCs are going to be subject to critical hits significantly more often than any NPC, and its a good way to die. Other than the simple damage multiplier, it wasn't built into the system. It most likely won't be overly balanced.

Similarly, they're going to roll more 1's (or whatever you consider a critical miss) much more often than NPCs.

If you want more color in the system, grab a d6, assign body parts to each side (4 limbs, head, body), roll that and make up a description of a painful (non-permanent) wound.

Another problem with the standard 'critical failure' rolls is, assumine '1 on d20 = critical failure' is that that has no accounting for skill. A PC witha 20BAB is as likely to roll a 1 as a PC with a 0 BAB. You could then roll a d30 (say) and add the BAB, with higher rolls being safer, to allow for skill. However, the 20 BAB character is already suffering in as much as with his/her best magical weapon, enhancement EQ, and a true strike cast on them, they're going to miss an exhausted, stunned, blind, defeaned crippled peasant 1 time out of twenty.

If you're going to do critical failures, I suggest a variant of one used in a game that I'm playing in. If a character rolls a 1 on an attack roll, re-roll. if the new roll higher than you current BAB (for simplicity, although this breaks the higher-is-better invariant in most of d20), the opponent being attacked (and only that opponent) can make an Attack of Opportunity on the attacking character. Nothing more.
6th-Sep-2005 10:46 pm (UTC)
I always confirm critical failures, much like one would confirm threateneed criticals. A second roll to hit and if that roll would hit then it's just a simple miss. For Critical failures I usually just say they dropped the weapon or caught it in a railing or some mishap that would cause them to lose an action next turn. I could never buy the whole "Cut my own head off" school of botches.
(Deleted comment)
6th-Sep-2005 07:00 pm (UTC)
I always thought it was too easy to get instant death attacks with that chart.
6th-Sep-2005 07:38 pm (UTC) - If you are feeling really psychotic...
Adapt the Rolemaster critical hit charts to 3.5. 3.0 stole a lot of things from rolemaster, so it should be pretty easy. Sadly, the charts are not free, you'll have to find a used book store that sells the Rolemaster Standard Handbook and/or Arms Law for more info. There are also spell critical hit charts to adapt in Spell Law, which would probably be a little harder to convert, but just as fun.
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