Godsfall
Commoner
Posts: 11
Favorite D&D Class: Ranger
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Post by Godsfall on Feb 21, 2015 9:03:32 GMT
I've been using a version of this chart for just about every RPG I have played. This One has been adapted for the 5th Edition D&D rules. In order to roll on this chart, you must first roll a natural 20 and then confirm that critical. Once confirmed, roll d% on the chart below: d100 | Blunt | Slashing | Piercing | Energy | 01-70 | +1 Damage Dice | +1 Damage Dice | +1 Damage Dice | +1 Damage Dice | 71-75 | +2 Damage Dice | +2 Damage Dice | +2 Damage Dice | +2 Damage Dice | 76-80 | Weapon Arm Broken / -4 to hit / Con Save = DC 10+½ Damage or Drop Weapon | Dex Save DC 14 or Lose a Finger / Con Save = DC 14 or Drop Weapon | Weapon Shoulder Struck / -4 to hit / Con Save = DC 10+½ Damage or Drop Weapon | Weapon Arm Struck / Deadened for 1d4+1 Rounds / Drop Weapon | 81-85 | Shield Arm Broken / -2 to AC / Con Save = DC 10+½ Damage or Drop Shield | Dex Save DC 14 or Lose a Finger / Con Save = DC 14 Or Drop Shield | Shield Shoulder Struck / -2 to AC / Con Save = DC 10+½ Damage Or Drop Shield | Shield Arm Struck / Deadened for 1d4+1 Rounds / Drop Shield | 86-90 | Leg Broken / ¼ Movement / Con Save = DC 10+½ Damage or Fall | Deep Wound – Blood Loss 1d6/rd Until Healed | Leg Pierced / No Movement Until Removed (1d4 damage) | Con Save DC 10+½ Damage or Stunned Next Round / Knocked Prone | 91-94 | Concussion / Con Save DC 10+½ Damage or Unconscious / -4 Attacks & Skills Until Healed | Forehead Slashed / Blood in Eyes Until Healed (-4 Attacks & Skills) / -2 Charisma | Ammo Lodged in Flesh / No Action or 1d4 Damage per Round Until Ammo is Removed | Lungs & Throat Seared / ½ Movement / -2 Attacks & Skills Until Healed | 95-98 | 1d4+1 Ribs Shattered / ½ Movement / Disadvantage on Physical Rolls Until Healed / +1 Damage Die | Chest Wound / Con Save DC 14 per Round or Unconscious / +1 Damage Die | Lung Punctured / Con Save DC 14/Round or Unconscious /+1 Damage Die | Severe Burns / ½ Movement / Disadvantage on Physical Rolls Until Healed / +1 Damage Die | 99 | Eye Socket Crushed / Permanently Half Blind (-2 Ranged & Perception) / Con Save DC 10+½ Damage or Unconscious Until Healed / +1 Damage Die | Voicebox Slashed / Permanently Unable to Speak / +1 Damage Die | Eye Struck / +1 Damage Die / Permanently Half Blind (-2 Ranged & Perception) / Con Save DC 10+½ Damage or Unconscious Until Healed / +1 Damage Die | Face Struck / Con Save DC 10+½ Damage or Disfigured (-4 Cha Permanently) / +1 Damage Die | 00 | Skull Crushed / Con Save DC 10+½ Damage or Death / +1 Damage Die | Throat Slashed / Con Save DC 15 to Act / Death in 3 Turns Unless Healed / +1 Damage Die | Headshot / Con Save DC 10+½ Damage or Death / +1 Damage Die | Face Struck / Dex Save DC 14 or Permanently Blind / Con Save DC 10+½ Damage or Unconscious / +1 Damage Die |
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Post by dm_mainprize on Feb 21, 2015 15:48:56 GMT
What do you mean by confirming the critical? Also this chart is awesome, thanks for sharing.
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Godsfall
Commoner
Posts: 11
Favorite D&D Class: Ranger
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Post by Godsfall on Feb 21, 2015 23:39:39 GMT
So, let's say my player needs a 14 to shoot an Orc with her longbow, and she rolls a 20. She has hit her target, and I ask her to roll a second d20 to confirm the critical. She rolls again and gets a total of 17 - which is enough to hit her target, so she confirms the critical. I would then ask her to roll d100 to determine the result of her critical attack. If she did not confirm the critical, it would just be a regular attack that succeeded.
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Post by DM Chris on Feb 21, 2015 23:40:46 GMT
Unless I am mistaken I thought they got rid of crit confirmation rolls in 4e? I didn't play 4e much and I didn't see anything in my rereading and forum scouring look at 5e crit rules.
DM Mainprize it used to be, at least in 3.5 that upon rolling a nat 20, or whatever your crit range on your weapon was, you automatically hit no matter what. You then had to roll again to see if you in fact beat the ac to confirm the crit.
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Godsfall
Commoner
Posts: 11
Favorite D&D Class: Ranger
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Post by Godsfall on Feb 21, 2015 23:42:00 GMT
They absolutely got rid of them - I put them back
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Post by friartook on Feb 22, 2015 16:03:36 GMT
I have never used crit confirmation. Even when our group ran 3.5 I house ruled it out. I understand why some folks do; a critical hit can unnaturally turn the tide of a battle. But I kind of feel that's the point of a critical hit. Its that lucky strike, that fluke, that wild haymaker that just happens to KO your opponent. To my mind, if you roll a natural 20, there should be an automatic reward, just as there should be an automatic penalty for a critical fail.
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Post by dm_mainprize on Feb 22, 2015 16:45:16 GMT
I kinda agree with you friartook, I would feel so bummed if I rolled a nat20 but then didnt confirm it. I will think about this idea some more before I decide. I can see both sides of it being used or not used.
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Godsfall
Commoner
Posts: 11
Favorite D&D Class: Ranger
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Post by Godsfall on Feb 23, 2015 9:59:49 GMT
We use the confirmation method for two reasons - first, because the chart we use is pretty brutal. Second, a critical always hits, even if the total roll would not have overcome the targets AC. We view the critical as something above and beyond that roll, so we confirm the critical.
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Post by nerdbillydelux on Feb 24, 2015 13:07:41 GMT
I like this chart alot, i think im going to use the confirm rule just to let them roll on the chart and have them just roll a normal crit on a failed confirm
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Godsfall
Commoner
Posts: 11
Favorite D&D Class: Ranger
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Post by Godsfall on Feb 25, 2015 19:16:09 GMT
That's an excellent idea.
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Post by joatmoniac on Feb 26, 2015 0:38:49 GMT
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Godsfall
Commoner
Posts: 11
Favorite D&D Class: Ranger
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Post by Godsfall on Feb 26, 2015 5:35:26 GMT
There is nothing like the sheer brutality of a good critical fumble table.
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