Bryan's Dungeon Masters Guide Supplement
Critical Hits, Fumbles, and Unarmed Combat

Critical Hits

A critical hit is a chance for an attack to strike extra well. On a roll of a natural '20', roll again to hit, adding all applicable modifiers. If the second roll is enough to hit the armor class of the opponent, then a critical hit has occurred. Roll percentile dice on Table #B1 to determine the effect. In any event, at least normal weapon damage will be inflicted.

Table #B1 -- Critical Hit Effects

d100

Effect

01-40

double damage

41-60

triple damage

61-72

disarmed, 1 round to retrieve weapon

73-84

knocked down, opponent has initiative

85-94

stunned for 1-4 rounds

95-99

stunned for 4-16 rounds

00

immediate death

Fumbles

A fumble is a chance that an attack will strike badly, possibly striking yourself or a friend. On a roll of a natural '1', roll again to hit, adding all applicable modifiers. If the second roll is not enough to hit the armor class of the opponent then a fumble has occurred. Roll a d20 on Table #B2 to determine the effect.

Table #B2 -- Fumble Effects

d20

Effect

1-2

weapon dropped, 1 round to retrieve

3-4

weapon broken, magic weapons save vs. break

5-6

half damage to self

7-12

full damage to self

13-14

critical hit to self (roll on table #B1)

15-17

half damage to friend

18-19

full damage to friend

20

critical hit to friend (roll on table #B1)

Unarmed Combat

Three forms of unarmed combat may be used by characters: pummeling, kicking, and grappling. The damage caused by all three forms is one quarter actual, although any creature beaten below -20 hit points will die. Damage other than actual is recovered at a rate of 1 hit point per round, while actual damage is recovered normally.

Pummeling consists of blows with the fists, and up to 2 attacks per round may be made. When pummeling an opponent wearing hard armor (base protection greater than AC5) 1 point of damage per blow is caused to the attacker, unless metal gauntlets are worn. If a dagger pommel or similar object is held in the striking hand, +1 damage per blow is caused, while metal gauntlets cause +2 points of damage per blow. Attacks are rolled normally, with full bonuses to hit due to strength. Damage is figured in Table B3, plus any applicable bonuses:

Table #B3 -- Pummeling Damage by Strength

Strength

Damage

3-5

1

6-15

1d2

16-17

1d3

18

1d4

18/01-75

1d4+1

18/76-90

1d4+2

18/91-99

1d4+3

18/00

1d4+4

19

1d4+5

20

1d4+6

21

1d4+7

22

1d4+8

23

1d4+9

24

1d4+10

25

1d4+12

Kicking is just that, and one kick per round may be made except for fighters and fighter subclasses, who may kick twice per round. Kicking uses the pummeling table for damage, although hard boots cause +2 damage per blow, and soft boots or bare feet cause +1 damage per blow. If bare feet are used against hard armor then the attacker suffers 1 hit point of damage per blow.

Grappling is holds and throws, and one attack per round may be made. Grappling is the most difficult unarmed combat technique to perform and each form incurs a minus on the roll to hit. Some cause damage each round the technique is in effect and are detailed below:

Table #B4 -- Grappling Effects

Technique

Penalty

Damage

Escape

pin/hold 1 arm

-2

1 (1)

bend bars to free

pin/hold 2 arms

-4

1d2 (1)

bend bars to free each arm

bear hug

-5

1d4 (2)

freed when attack dealt 5 hp damage

overbear

-4

1d6 (2)

2 bend bars to free

choke hold

-4

1d6 (2)

2 bend bars to free

throw/flip

-6

1d10 (3)

save vs. dexterity to avoid stun

trip

-2

1d2 (4)

save vs. dexterity to avoid

Notes:

(1)

hp per round

(2)

hp per round + strength bonus

(3)

hp + strength bonus + stun

(4)

hp + 1/2 movement rate


Copyright 2008 Bryan Fazekas