So, you crit. Now what?
crit dice

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.

Welcome to Fail

3 thoughts on “Crit!”

    1. I guess I was a little unclear. This is a crit fail, fumble result table; apply only after rolling a 1. A 20 is a 20 is a 20. I’m thinking of giving the players the option of max damage on a crit or doubling their rolled damage (that might be overkill though).

  1. Normally in my 4e games I don’t include a critical fail chart, but I started one where I felt that doing something interesting would add to the overall tone that I wanted to exemplify in the game. So I came up with a table that I have been using and so far it has turned out well, haven’t be able to test it fully as neither the PC’s or monsters have been rolling that many critical fails. So I thought I would share it with ya. When a critical fail is rolled, the offending party rolls another d20 (no mod). The result dictates what happens. Now keep in mind that I am sometimes forced to alter the fluff behind it in order to suit the specific creature but the idea is still the same. It should also be noted that the grenade rule is rolling 1d8 with a 1 being to the north and then counting clockwise around the target square to determine location.

    -Critical Failure Chart-

    1: Tripping on your own feet as you attack you cause 1d8 points of damage to yourself as your attack grazes your own flesh. This damage can not be reduced.

    2: Loosing your grip on the weapon/implement/item in hand it is sent flying, landing 1d3 squares away in a random direction (grenade rule) [melee, implement] / Loosing your balance your weapon is sent flying landing 1 square away in a random direction (grenade rule) [ranged weapon]

    3: You lose your footing and fall prone.

    4: Dirt, blood or sweat gets into your eyes, blinding you until the start of your next turn.

    5: You grant combat advantage until the start of your next turn.

    6: Whether by hitting yourself in the head with your own weapon or striking your head off your enemy you are dazed until the start of your next turn.

    7: Thrown off balance you attempt to steady yourself, sliding one square (random grenade roll)

    8: Your weapon, implement or held item drops at feet.

    9: Stumbling around they bump into a random person pushing them one square (grenade rule to determine direction if multiple targets).

    10: Throws weapon and gets to make an attack at closest target other than primary target that is missed within 3 squares. Treat as an improvised thrown weapon [melee weapon] / Shoots straight up, making an attack on closest target in direction determined by random grenade roll other than primary [ranged weapon]/ Close burst 1 energy emanates from target inflicting 1d6 damage to all within burst including themselves. [power]

    11: Makes an attack against next closest target. If in melee and no target is available they make an attack against themselves but deal half damage.

    12: Cuts their hand and takes a -1 to attack until end of encounter or target of healing effect.

    13: Twists ankle reducing speed by 1/2 until end of encounter or until the target of a healing effect.

    14: Armour shifts reducing AC by 1 until EoNT

    15: Drops their coin purse, 50/50 chance to notice.

    16: Belt comes undone, dropping pants, target is slowed until they spend a minor to pull them back up.

    17: Drops backpack.

    18: Steps out of foot wear, reduce speed by 1 until they spend a minor to put it back on.

    19: Drops one item, 50/50 chance of noticing.

    20: No additional negative effect.

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