As you might have noticed, I really like critical hits, but I dislike complexity. Playing systems such as Rolemaster with extensive crit and fumble tables, where a bad roll could mean your character trips over an invisible turtle (really!), was fun but also slow and frustrating.
This is another idea for critical hits.
My aim is to pile all weapon complexity onto critical hits, so we don't have to write it down in every character sheet. It makes critical hits lengthy and detailed, but something you can easily change or ignore if you dislike it.
Maybe critical hits activate on a natural 20 (maybe 19-20 for certain fighters), or maybe on a margin of success of 10 or more. Whatever method you use, I think this table would simplify things. Each line can represent an idea that applies to lots of weapons, and you can just skip the lines you don't use.
You start with the idea that a critical hit not only gives you maximum damage, but — if it doesn't outright kill your target — gives you a percentage chance of doubling it.
The chances start at 5% for each point of difference between your d20 roll and your target number (e.g., with ascending AC, if you have a total of 23 against AC 13, you start with a 50% chance).
Then you go through a small checklist, skipping the items that do not apply:
- Using two hands gives you +10%.
- Armor (or tough/brittle bodies) gives swords and axes -10%.
- Shields give swords, spears and arrows -10%.
- No armor (or soft/flexible bodies) gives swords +20% and axes +10%.
- Lack of blood and functioning organs gives swords and spears -20%.
- Spears give you +10% otherwise (i.e., if there are blood/organs).
- Oozes give blunt and small weapons and missiles -20%.
- Large foes give blunt and small weapons and missiles -20%.
- Polearms are combinations of weapons, so it depends. Other weapons might fall somewhere in the sword (slashing) spear (piercing) or mace (blunt) categories.
You get the idea. You can tweak the numbers, but potentially the entire "weapon versus armor" and "weapon versus large" tables could be included here — and since critical hits are rare, all this complexity only comes up occasionally, keeping the game fast the rest of the time.
When you get the percentage (if positive), you roll the chances of doubling your damage. If you roll doubles, you triple damage. Such a critical hit should always be described in detail, and someone killed in this manner will often suffer a gruesome death (decapitation, disembowelment, etc). If you miss the percentage roll, you still add +2 damage if you roll doubles.
If you like to use fumbles, a natural 1 could give you a fumbling chance. At least here they wouldn't apply to 5% of all attacks. Fumbling chances could be affected by circumstances such as:
Either way, the goal is the same: keep the complexity tucked away where it rarely surfaces, but it exists and always stays somewhere in the back of the players' heads, making weapons feel more grounded and detailed without slowing your game down.