Critical Strike/Miss table for combat

Post/Author/DateTimePost
#1

phaqueue

Jun 04, 2010 1:19:03
So, started using this table this week for critical hits and misses in combat, and it seemed to go over VERY well with my players, thought I would share it here...

pretty simple - any time someone rolls a natural 20 (critical hit) or a natural 1 (critical miss/fumble) in combat, they then immediately roll a 4-sided die, and get the effect listed by that number...

Critical Hits:

1 - Double Max Damage (figure out critical damage like normal, then double it)

2 - Max Damage and may spend a healing surge or shift 2 squares

3 - Max Damage and power used for critical hit is not expended

4 - Max damage and +5 to attack rolls until the end of player's next turn

Critical Misses (Fumble):

1 - Knocked Prone

2 - Spell/Attack's effect hits you (add yourself as an additional target for an AOE attack, and it automatically hits you - only once per aoe attack)

3 - Spell/Attack's effect hits ally adjacent to you (or near target if ranged, hits you as an additional target if an AOE attack - can only occur once for AOE attack)

4 - stunned until the end of player's next turn

Like I said - it was very well received by the players, the fumbles add some danger, and the criticals can make for some huge damage or cool effects when the players get lucky, and it seemed to balance out well over the course of the encounters this past week... thoughts?
#2

oldguygaming

Jun 04, 2010 1:53:20
1 in 20 = very frequently

With five players, one of them will crit and one of them will fumble (on average) every four rounds. That can have quite an effect by itself. But random rolls don't always stick to what's average. What would happen if three players all fumbled in the same round? If they all became stunned, that means that 3/5 of the party effectively lose 2 turns each, at the same time. That could easily result in a TPK from a fairly mild encounter. The odds of just that happening aren't all that long either.

Personally, I'm of the mind that any crit/fumble table is a bad idea.
#3

Bandikoot

Jun 04, 2010 1:53:57
If your group likes it that's really all that matters.  I do however think that hit #4 is potentially overpowered with controllers.  Having a +5 to every attack is like asking them to whip out an AOE.