Rolling a crit is like. . . well, rolling a crit. Everyone who’s ever heard of d20 based role-playing games has heard of the Crit! It is the ultimate of the ultimate, where the real magic happens. In our last session, 2 of the PCs were running on fumes, it was not looking good for the party when the big baddie decided he was going to risk the opportunity attack in order to cast his big burst spell. The character next to him rolled a basic melee and Crit! the damage dropped the baddie to negative 1. That’s how a crit is supposed to go.
Except when its a crit of the opposite flavor.
I’ve threatened my players with a critical failure results table since the beginning of the campaign, and now I’m finally making it happen. I don’t need to invent a whole new game for when someone rolls a 1, so I’m going to keep it short and sweet.
|01-50||you miss badly|
|51-80||you miss badly and end your turn|
|81-90||you miss badly, end your turn and drop what you’re holding|
|91-95||you miss badly, end your turn, drop what you’re holding and the target gets a free shift|
|96-99||you miss badly, end your turn, drop what you’re holding, the target gets a free shift and attacks nearest ally (you are its first option)|
|100||you miss badly, end your turn, drop what you’re holding, the target gets a free shift, attacks nearest ally (you are its first option) and gets combat advantage|
It feels like there is enough of a possibility for disastrous results that the PCs will feel the threat, but not so much that it could turn the tide of an entire battle, except in the rarest of rare occasions, which is exactly what I want.