- Maximum Damage
- Roll Double Normal Damage, roll normal damage the x2*
- Roll Double Normal Damage, roll twice as many damage dice*
- Exploding Dice
- Exploding Dice
- Roll Random Hit Location - if damage does more than half the creature's max hit points that limb/head is severed
- Roll Random Hit Location - hit location is crippled, if the head is hit that the person/creature is blind
- Add 1d4 to Damage
- Add 1d6 to Damage
- Add 2d6 to Damage
- Horrible Wound, this wound continues to do d6 of damage each round until healed
- Target is Knocked Unconscious
- Blow Through - if there is another target within striking range the player may attack again
- Increase Damage by One Die Type (a d4 would be a d6, a d6 into a d8 ect...)
- Roll Normal Damage, but Reroll All 1s
- Roll Normal Damage, but Reroll All 1s
- Knock Opponent Back 1 Square for Every 4hp of Damage
- Add 1d10 to Damage
- Add 1d12 to Damage
- Roll Twice On This List
I'll post the Critical Failure table later on when I can format it to the blog. It went all wonky when I tried to paste it in. My players haven't even seen this chart so it will give them something to look forward to next week.
Blimey. It almost hurts to read it. And in a long list of unlucky outcomes (for the other guy) no. 13 still stands out.
ReplyDeleteI like this list. It's simple and to the point and quite fun. I think I'll give it a try.
ReplyDeleteThanks-I've just got my new d20 and I'll be using it!
ReplyDelete