Has anyone been doing anything interesting with Critical Hits or Fumbles (Success/Failures) in combat? Or do you just come up with something that seems appropriate when they come up?
Being an old HackMaster and RoleMaster player, I was going to put together a short critical chart in part using the Conditions on pg. 34 of BBF, but want to see what everyone else was up to, too.
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I'm sorry, but I feel if you are rolling from a table you're doing it wrong. What's better then the player doing awesome/fucking it up and looking up to you to see what his rewards are??
There has been some work by others - try this
Naw, it's just a different style of play. My players generally dig crit tables. It's all about what you're comfortable with/used to. Not doing it wrong, just different.
Coolness, I appreciate the link! I've been working on a table myself, sorta a remnant of my Rolemaster/Hackmaster days. :)
-Zack
I've seen Zack's tables.
FLY YOU FOOLS!
lol
FLY YOU FOOLS!
lol
lol!
Just remember--those crit tables work both ways! :)
Here they are, for any interested parties. They, er--well, let's just say they aren't for player characters faint of heart. :) I like a bit of risk in my crits:
BBF Crit Tables
My 'stock' rule of thumb is a critical success is a free action (and also can't be defended from exxcept with a critical resist, which has happened I might add) and a critical failure costs an "extra" action (like you trip and have to take an action to catch your balance). I always reserve the right to do something different, depending on game play and situation, but I don't want a lucky roll to swing things that wildly, so I keep mine kind of tame.
It's quick and easy, essentially giving a +20% or -20% to the next attack.
Although, let's say I've already done a few actions, and I've got 15% left. I attack and roll 11, woohoo, critical! That means I get another attack at 15% with a low chance of success. A critical on my first action is more powerful than a critical on my last action.
I think I'll treat criticals as regular damage + a consequence. Someone trips, loses a weapon, gets sand in their eye. I'll let the player fill in the blank.
For something like that, I'd likely do something else instead. Max damage, bonus damage, hit two opponents for the price of one, etc. Also, keep in mind, they still can't resist except with a critical ont he resist roll. That alone's pretty nice.