Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site watmath.UUCP Path: utzoo!watmath!csc From: csc@watmath.UUCP (Computer Sci Club) Newsgroups: net.games.frp Subject: Re: Critical Hits in Combat Message-ID: <14505@watmath.UUCP> Date: Fri, 17-May-85 14:03:31 EDT Article-I.D.: watmath.14505 Posted: Fri May 17 14:03:31 1985 Date-Received: Sat, 18-May-85 01:04:19 EDT References: <5055@ukc.UUCP> <14018@watmath.UUCP> <519@snow.UUCP> <1333@drusd.UUCP> Reply-To: csc@watmath.UUCP (Computer Sci Club) Organization: U of Waterloo, Ontario Lines: 22 >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. > When a 1 is rolled, a second d20 is rolled. > If the result is 1, I consult the fumble factor > table with percentile dice. > >S.P. Shapland, aka Amlwch, Lord of the Karpian Dragons. I do the same thing, but I use (2-level) for the second roll. Roll equal or above to critical hit or below to fumble. Higher level types don't hit themselves as often, and they hit real nasty more frequently. Gilles Dignard University of Waterloo Waterloo, Ontario