Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site drusd.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxt!houxm!mtuxo!drutx!drusd!sps From: sps@drusd.UUCP (ShaplandSP) Newsgroups: net.games.frp Subject: Re: Critical Hits in Combat Message-ID: <1333@drusd.UUCP> Date: Thu, 16-May-85 15:01:44 EDT Article-I.D.: drusd.1333 Posted: Thu May 16 15:01:44 1985 Date-Received: Fri, 17-May-85 01:31:10 EDT References: <5055@ukc.UUCP> <14018@watmath.UUCP>, <519@snow.UUCP> Organization: AT&T Information Systems Laboratories, Denver Lines: 26 For critical hits, I use the tables provided in Hargrave's (sp) ARDUIN GRIMORE (c). I temper these with the "fumble factor" table from the same source. My implementaion is: When double damage is rolled (natural 20 on d20), a second D20 is rolled. If the result is 20, I then consult the critical hit table with percentile dice. These are not always fatal, but at least result in disfigurment or loss of limb. When a 1 is rolled, a second d20 is rolled. If the result is 1, I consult the fumble factor table with percentile dice. These can be rather amusing. Hit self. Hit adjacent party member. Hit another monster. Drop weapon. Fall to the ground, with and without stun. S.P. Shapland, aka Amlwch, Lord of the Karpian Dragons. drusd!sps 11655 N Logan St. Northglenn, CO 80233