Crit Table I
TableDCC CORE · p.82
Open source p.82Crit Table I: All 0-Level Characters and All Wizards
| Roll | Result |
|---|---|
| 0 or less | Force of blow shivers your weapon free of your grasp. Inflict + damage with this strike and you are disarmed. |
| 1 | Opportunistic strike. Inflict + damage with this strike. |
| 2 | Foe jabbed in the eye! Ugly bruising and inflict + damage with this strike. |
| 3 | Stunning crack to forehead. Inflict + damage with this strike, and the foe falls to the bottom of the initiative count next round. |
| 4 | Strike to foe’s kneecap. Inflict + damage with this strike and the foe suffers a ’ penalty to speed until healed. |
| 5 | Solid strike to torso. Inflict + damage with this strike. |
| 6 | Lucky strike disarms foe. You gain a free attack if the enemy stoops to retrieve their weapon. |
| 7 | Smash foe’s hand. Inflict + damage with this strike. You break two of the enemy’s fingers. |
| 8 | Numbing strike! Cursing in agony, the foe is unable to attack next round. |
| 9 | Smash foe’s nose. Inflict + damage with this strike and blood streams down the enemy’s face. |
| 10 | Foe trips on their own feet and falls prone for the remainder of the round. |
| 11 | Piercing strike. Inflict + damage with this strike. |
| 12 | Strike to groin. The foe must make a DC 15 Fort save or spend the next two rounds retching. |
| 13 | Blow smashes foe’s ankle; their movement speed is reduced by half. |
| 14 | Strike grazes temple; blood blinds the foe for rounds. |
| 15 | Stab enemy’s weapon hand. The weapon is lost and knocked feet away. |
| 16 | Narrowly avoid foe’s counterstrike! Inflict normal damage and make another attack roll. If the second attack hits, you inflict an additional + damage. |
| 17 | Blow to throat. Foe staggers around for 2 rounds and is unable to speak, cast spells, or attack. |
| 18 | Foe falls into your attack. they take + damage from the strike and curses your luck. |
| 19 | Miracle strike. The foe must make a DC 20 Fort save or fall unconscious. |
| 20+ | Lucky blow dents foe’s skull! Inflict + damage with this strike. If the foe has no helm, they suffer a permanent loss of Int. |
* Magical weapons never break due to critical fumbles. The target is disarmed instead, the weapon landing feet away.
** A PC overcome by battle rage may temporarily expend points of their Personality or Intelligence score to enhance the damage on their critical hit. For every ability point they expend, they add + to their damage roll.