Critical Hit Table for AD&D 3.5

This chart is meant to accompany an issue of the Twilight Time ‘Zine entitled “To Crit or Not to Crit?” I suggest reading that first for a basic explanation of why and how to use and adapt this chart.

Roll % Effect Damage Effect Additional Symptoms
1 Injured foot Weapon’s multiplier; movement speed halved for 24 hours or until healed Difficulty using foot
2 Injured hand Weapon’s multiplier; -2 when using that hand for 24 hours or until healed Difficulty using hand
3 Vicious blow Weapon’s multiplier plus 1d6  
4 Injured finger(s) Weapon’s multiplier; -2 when using that hand for 24 hours or until healed Difficulty using fingers
5 Severe eye injury Weapon’s multiplier; -2 attack until restored Blind in one eye
6-8 Neck wound Weapon’s multiplier plus 1d2  
9-10 Mild concussion (head blow) Multiplier; -2 penalty to Concentration checks for 24 hrs or until healed Light-headed; mild confusion
11-15 Hard blow Use weapon’s damage multiplier  
16-20 Eye injury Weapon’s multiplier; -1 attack for 24 hours or until healed Blurred vision
21-25 Gut wound Weapon’s multiplier plus bleeding (1 pt/rd) until first aid is applied  
26-30 Shoulder injury Weapon’s multiplier; -2 to activities using that arm for 24 hours or until healed  
31-35 Hard blow Use weapon’s damage multiplier  
36-40 Elbow injury Weapon’s multiplier; -2 to activities using that arm for 24 hours or until healed
41-45 Knock-down Use weapon’s damage multiplier Target knocked prone
46-50 Back injury Weapon’s mutiplier; -2 to all athletics–related rolls for 24 hours or until healed  
51-55 Wicked blow Weapon’s multiplier plus 1d4  
56-60 Hard blow Use weapon’s damage multiplier  
61-65 Bleeding Weapon’s multiplier plus bleeding (1 pt/rd) until first aid is applied  
66-70 Broken Rib Weapon’s multiplier; -1 damage for 24 hours or until healed  
71-75 Broken weapon Normal damage (multiplier if target is unarmed or using natural weaponry) Target’s weapon breaks
76-80 Disarm Use weapon’s damage multiplier Target drops weapon
81-85 Stun Use weapon’s damage multiplier Target stunned one round
86-90 Facial injury Use weapon’s damage multiplier -1 charisma until healed
91-93 Knee injury Weapon’s multiplier; Movement speed halved for 24 hours or until healed Difficulty using leg
94-95 Carry-through Apply multiplied damage to target; normal damage to nearest extra opponent  
96 Fumble   Reroll and apply to random at-risk party member
97 Groin injury Weapon’s multiplier plus 1d3  
98 Throat injury Weapon’s multiplier; difficulty speaking for 24 hours or until healed Difficulty speaking
94-95 Carry-through Apply multiplied damage to target; normal damage to nearest extra opponent  
96 Fumble   Reroll and apply to random at-risk party member
97 Groin injury Weapon’s multiplier plus 1d3  
98 Throat injury Weapon’s multiplier; difficulty speaking for 24 hours or until healed Difficulty speaking
99 Injured leg Weapon’s multiplier; -2 to activities using that leg for 24 hours or until healed Difficulty using leg
100 Injured arm Weapon’s multiplier; -2 to activities using that arm for 24 hours or until healed Difficulty using arm
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