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CRITICAL MISS "CRIT" CHART

Critical misses (or “crit” misses) are the opposite of critical hits (or “natches”), and occur on an unmodified or “natural 1.”  When a “crit miss” (1 on a d20) occurs, roll percentile and plot the percentile roll against the following table for a general result of the Critical Miss.  Of course, the DM should adapt the general result given by the table to the specific combat situation.  (It’s not possible to break a shield if the PC or monster doesn’t carry one!)  This table is drafted for land-based circumstances and is not designed to address every conceivable possibility.

 For all “Thrown Weapon” situations, roll a d6 to determine direction of throw.  (1-2 = out front; 3-4 = to side of opposite hand; 5 = to side of weapon hand; 6 = directly behind.)  In no case does the thrown weapon hit the intended target, although any neighboring targets (or party members) may be struck.  Thrown weapons will traverse the total distance indicated unless impeded by a solid object, delivering normal weapon damage to whatever it strikes.  For all “Broken Weapon” situations, the severed piece(s) will be 60% likely to fly away in the directions given above, traveling half the distance of attacker’s STR x 10 feet and delivering half the normal damage.

 

d%    Result

01

No noticeable result besides a little adrenaline rush from realizing you nearly messed up.

02

No noticeable result besides a little adrenaline rush from realizing you nearly messed up.

03

No noticeable result besides a little adrenaline rush from realizing you nearly messed up.

04

No noticeable result besides a little adrenaline rush from realizing you nearly messed up.

05

No noticeable result besides a little adrenaline rush from realizing you nearly messed up.

06

Stumble.  Look stupid.  –1 to next initiative.

07

Stumble.  Look stupid.  –1 to next initiative.

08

Stumble.  Look stupid.  –1 to next initiative.

09

Stumble.  Look stupid.  –1 to next initiative and –1 to hit.

10

Stumble.  Look stupid.  –1 to next initiative and –1 to hit.

11

Stumble.  Look stupid.  –1 to next initiative and –1 to hit.

12

Stumble.  Look stupid.  –2 to next initiative and –1 to hit.

13

Stumble.  Look stupid.  –2 to next initiative and –1 to hit.

14

Stumble.  Look stupid.  –2 to next initiative and –1 to hit.

15

Stumble for several feet.  Look stupid.  –2 to next initiative and –2 to hit.

16

Stumble for several feet.  Look stupid.  –2 to next initiative and –2 to hit.

17

Stumble for several feet.  Look stupid.  –3 to next initiative and –2 to hit.

18

Stumble for several feet.  Look stupid.  –3 to next initiative and –2 to hit.

19

Stumble for several feet.  Look stupid.  –3 to next initiative and –2 to hit and –1 to AC and saves.

20

Stumble for several feet.  Look stupid.  –3 to next initiative and –3 to hit and –1 to AC and saves.

21

Stumble for several feet.  Look stupid.  –3 to next initiative and –3 to hit and –1 to AC and saves.

22

Stumble for several feet.  Look stupid.  –4 to next initiative and –3 to hit and –1 to AC and saves.

23

Fall to knees.  –4 to initiative, –3 to hit and –2 to AC and saves.

24

Fall to knees.  –4 to initiative, –3 to hit and –2 to AC and saves.

25

Fall to knees.  –5 to initiative, –4 to hit and –2 to AC and saves.

26

Fall to knees.  –5 to initiative, –4 to hit and –2 to AC and saves.

27

Fall back on butt.  –6 initiative, –5 to hit and –3 to AC and saves.

28

Fall back on butt.  –7 initiative, –5 to hit and –3 to AC and saves.

29

Fall back on butt.  –8 initiative, –5 to hit and –3 to AC and saves.

30

Fall flat on back.  Go last next round at –6 to hit and –4 to AC and saves.

31

Fall flat on back.  Go last next round at –6 to hit and –4 to AC and saves.

32

Fall flat on back.  Go last next round at –6 to hit and –4 to AC and saves.

33

Momentarily disoriented.  No action next round.  Can defend only at –2 to AC and saves.

34

Momentarily disoriented.  No action next round.  Can defend only at –2 to AC and saves.

35

Momentarily disoriented.  No action next round.  Can defend only at –3 to AC and saves.

36

Momentarily disoriented.  No action next round.  Can defend only at –3 to AC and saves.

37

Momentarily disoriented.  No action next round.  Can defend only at –4 to AC and saves.

38

Fall face down.  No action next round besides getting up.  –5 to AC and saves.

39

Fall face down.  No action next round besides getting up.  –6 to AC and saves.

40

Minor armor trouble (magical armor saves at DC 11).  Roll d6 for location (1 = helmet; 2-3 = shield; 4 = arm covering; 5 = leg covering; 6 = torso protection).  If no armor, then minor clothing trouble.

41

Minor armor trouble (magical armor saves at DC 12).  Roll d6 for location (1 = helmet; 2-3 = shield; 4 = arm covering; 5 = leg covering; 6 = torso protection).  If no armor, then minor clothing trouble.

42

Minor armor trouble (magical armor saves at DC 13).  Roll d6 for location (1 = helmet; 2-3 = shield; 4 = arm covering; 5 = leg covering; 6 = torso protection).  If no armor, then minor clothing trouble.

43

Minor armor trouble (magical armor saves at DC 14).  Roll d6 for location (1 = helmet; 2-3 = shield; 4 = arm covering; 5 = leg covering; 6 = torso protection).  If no armor, then minor clothing trouble.

44

Major armor trouble (magical armor saves at DC 15).  Roll d6 for location (1 = helmet; 2-3 = shield; 4 = arm covering; 5 = leg covering; 6 = torso protection).  If no armor, then major clothing trouble.

45

Major armor trouble (magical armor saves at DC 16).  Roll d6 for location (1 = helmet; 2-3 = shield; 4 = arm covering; 5 = leg covering; 6 = torso protection).  If no armor, then major clothing trouble.

46

Major armor trouble (magical armor saves at DC 18).  Roll d6 for location (1 = helmet; 2-3 = shield; 4 = arm covering; 5 = leg covering; 6 = torso protection).  If no armor, then major clothing trouble.

47

Major armor trouble (magical armor saves at DC 20).  Roll d6 for location (1 = helmet; 2-3 = shield; 4 = arm covering; 5 = leg covering; 6 = torso protection).  If no armor, then major clothing trouble.

48

Severe armor trouble (magical armor saves at DC 22).  Roll d6 for location (1 = helmet; 2-3 = shield; 4 = arm covering; 5 = leg covering; 6 = torso protection).  If no armor, then severe clothing trouble.

49

Severe armor trouble (magical armor saves at DC 24).  Roll d6 for location (1 = helmet; 2-3 = shield; 4 = arm covering; 5 = leg covering; 6 = torso protection).  If no armor, then severe clothing trouble.

50

Lose weapon or item. 

51

Lose weapon or item.

52

Lose weapon or item.

53

Lose weapon or item.

54

Lose weapon or item.

55

Lose weapon or item.

56

Slip and fall, losing weapon or item.

57

Slip and fall, losing weapon or item.

58

Slip and fall, losing weapon or item.

59

Slip and fall, losing weapon or item.

60

Throw weapon or lose item.

61

Throw weapon or lose item.

62

Throw weapon or lose item.

63

Throw weapon or lose item.

64

Throw weapon or lose item.

65

Throw weapon or lose item.

66

Slip and fall, throwing weapon or losing item.

67

Slip and fall, throwing weapon or losing item.

68

Slip and fall, throwing weapon or losing item.

69

Slip and fall, throwing weapon or losing item.

70

Hard parry causes weapon to break…or lose an item.  (Magical weapons save DC 10 or lose one property.)

71

Hard parry causes weapon to break…or lose an item.  (Magical weapons save DC 10 or lose one property.)

72

Hard parry causes weapon to break…or lose an item.  (Magical weapons save DC 12 or lose one property.)

73

Hard parry causes weapon to break…or lose an item.  (Magical weapons save DC 14 or lose one property.)

74

Hard parry causes weapon to break…or lose an item.  (Magical weapons save DC 16 or lose one property.)

75

Hard parry causes weapon to break…or lose an item.  (Magical weapons save DC 18 or lose one property.)

76

Hard parry causes weapon to break…or lose an item.  (Magical weapons save DC 20 or lose one property.)

77

Weapon breaks…or lose an item.  (Magical weapons save DC 10 or break; save DC 22 or lose one property.)

78

Weapon breaks…or lose an item.  (Magical weapons save DC 12 or break; save DC 24 or lose one property.)

79

Weapon breaks…or lose an item.  (Magical weapons save DC 14 or break; save DC 26 or lose one property.)

80

Awkward movement causes strained muscle or sprained joint.  Movement at ½ in affected area.  –4 to DEX.

81

Awkward movement causes strained muscle or sprained joint.  Movement at ½ in affected area.  –4 to DEX.

82

Awkward movement causes strained muscle or sprained joint.  Movement at ½ in affected area.  –4 to DEX.

83

Awkward movement causes strained muscle or sprained joint.  Movement at ½ in affected area.  –6 to DEX.

84

Awkward movement causes strained muscle or sprained joint.  Movement at ¼ in affected area.  –6 to DEX.

85

Awkward movement causes strained muscle or sprained joint.  Movement at ¼ in affected area.  –8 to DEX.

86

Awkward movement causes strained muscle or sprained joint.  Movement at ¼ in affected area.  –8 to DEX.

87

Minor self-inflicted wound.  Standard damage.  Go last next round.  –1 to hit, AC and saves.

88

Minor self-inflicted wound.  Standard damage.  Go last next round.  –2 to hit, AC and saves.

89

Minor self-inflicted wound.  Double weapon damage.  Go last next round.  –3 to hit, AC and saves.

90

Minor self-inflicted wound.  Double weapon damage.  Go last next round.  –4 to hit, AC and saves.

91

Minor self-inflicted wound.  Double all damage.  Stunned next round.  –4 to AC and saves.

92

Major self-inflicted wound.  Double all damage.  Stunned next round.  –6 to AC and saves.

93

Major self-inflicted wound.  Double max damage.  Stunned d2 rounds.  –6 to AC and saves.

94

Major self-inflicted wound.  Double max damage.  Stunned d4 rounds.  –8 to AC and saves.

95

Severe self-inflicted wound.  x3 weapon dam.  Poss. severance or mutilation, making body part now unusable.

96

Severe self-inflicted wound.  x3 weapon dam.  Poss. severance or mutilation, making body part now unusable.

97

Severe self-inflicted wound.  x3 all damage.  Poss. severance or mutilation, making body part now unusable.

98

Triple all damage and knocked yourself unconscious for d4 rounds.  Weapon falls d10 feet away.

99

Triple max damage and knocked yourself unconscious for d6 + 2 rounds.  Weapon falls d4 x10’ away.

00

Fortitude save DC 15 for effects of “99”, or—though it defy explanation—you just killed yourself.