Critical Success and Failure Tables: Difference between revisions

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Created page with "=Critical Success and Failure= A roll of 3 or 4 is ''always'' a critical success. A roll of 5 is a critical success if ''your effective skill is 15+.'' A roll of 6 is a crit..."
 
 
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'''18''' – The blow does triple damage.
'''18''' – The blow does triple damage.


{{unfinished}}
{{unfinished}}


 
==Critical Head Blow Table==
CRITICAL HEAD
BLOW TABLE
Use this table only for critical hits
Use this table only for critical hits
to the head (face, skull, or eye). In all
to the head (face, skull, or eye). In all
cases, the target gets no active defense
cases, the target gets no active defense
against the attack.
against the attack.
3 – The blow does maximum normal
3 – The blow does maximum normal
damage and ignores the target’s
damage and ignores the target’s
DR.
DR.
4, 5 – The target’s DR protects at half
4, 5 – The target’s DR protects at half
value (round up) after applying any
value (round up) after applying any
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wound, regardless of the actual
wound, regardless of the actual
injury inflicted.
injury inflicted.
6, 7 – If the attack targeted the face or
6, 7 – If the attack targeted the face or
skull, treat it as an eye hit instead,
skull, treat it as an eye hit instead,
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impossible (e.g., from behind),
impossible (e.g., from behind),
treat as 4.
treat as 4.
8 – Normal head-blow damage, and
8 – Normal head-blow damage, and
the victim is knocked off balance:
the victim is knocked off balance:
he must Do Nothing next turn (but
he must Do Nothing next turn (but
may defend normally).
may defend normally).
9, 10, 11 – Normal head-blow damage
9, 10, 11 – Normal head-blow damage
only.
only.
12, 13 – Normal head-blow damage,
12, 13 – Normal head-blow damage,
and if any damage penetrates DR, a
and if any damage penetrates DR, a
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level, or two levels if a burning
level, or two levels if a burning
or corrosion attack).
or corrosion attack).
14 – Normal head-blow damage, and
14 – Normal head-blow damage, and
the victim drops his weapon (if he
the victim drops his weapon (if he
has two weapons, roll randomly to
has two weapons, roll randomly to
see which one he drops).
see which one he drops).
15 – The blow does maximum normal
15 – The blow does maximum normal
damage.
damage.
16 – The blow does double damage.
16 – The blow does double damage.
17 – The target’s DR protects at half
17 – The target’s DR protects at half
value (round up) after applying any
value (round up) after applying any
armor divisors.
armor divisors.
18 – The blow does triple damage.
18 – The blow does triple damage.
CRITICAL
 
MISS TABLE
==Critical Miss Table==
3, 4 – Your weapon breaks and is useless.
3, 4 – Your weapon breaks and is useless.
Exception: Certain weapons
Exception: Certain weapons
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drop the weapon instead. See
drop the weapon instead. See
Broken Weapons (p. 485).
Broken Weapons (p. 485).
5 – You manage to hit yourself in the
5 – You manage to hit yourself in the
arm or leg (50% chance each way).
arm or leg (50% chance each way).
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you get something other than “hit
you get something other than “hit
yourself,” use that result.
yourself,” use that result.
6 – As 5, but half damage only.
6 – As 5, but half damage only.
7 – You lose your balance. You can do
7 – You lose your balance. You can do
nothing else (not even a free action)
nothing else (not even a free action)
until your next turn, and all your
until your next turn, and all your
active defenses are at -2 until then.
active defenses are at -2 until then.
8 – The weapon turns in your hand.
8 – The weapon turns in your hand.
You must take an extra Ready
You must take an extra Ready
maneuver before you can use it
maneuver before you can use it
again.
again.
9, 10, 11 – You drop the weapon.
9, 10, 11 – You drop the weapon.
Exception: A cheap weapon breaks;
Exception: A cheap weapon breaks;
see 3.
see 3.
12 – As 8.
12 – As 8.
13 – As 7.
13 – As 7.
14 – If making a swinging melee
14 – If making a swinging melee
attack, your weapon flies 1d yards
attack, your weapon flies 1d yards
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you simply drop the
you simply drop the
weapon, as in 9.
weapon, as in 9.
15 – You strain your shoulder! Your
15 – You strain your shoulder! Your
weapon arm is “crippled.” You do
weapon arm is “crippled.” You do
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you cannot use it, either to attack
you cannot use it, either to attack
or defend, for 30 minutes.
or defend, for 30 minutes.
16 – You fall down! If making a ranged
16 – You fall down! If making a ranged
attack, see 7 instead.
attack, see 7 instead.
17, 18 – Your weapon breaks; see 3.
17, 18 – Your weapon breaks; see 3.
UNARMED
 
CRITICAL
==Unarmed Critical Miss Table==
MISS TABLE
Use this table only for critical misses
Use this table only for critical misses
on unarmed attacks (bites, claws,
on unarmed attacks (bites, claws,
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slams, etc.) or parries, including those
slams, etc.) or parries, including those
by animals.
by animals.
3 – You knock yourself out! Details are
3 – You knock yourself out! Details are
up to the GM – perhaps you trip
up to the GM – perhaps you trip
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shield. Roll vs. HT every 30 minutes
shield. Roll vs. HT every 30 minutes
to recover.
to recover.
4 – If attacking or parrying with a
4 – If attacking or parrying with a
limb, you strain it: take 1 HP of
limb, you strain it: take 1 HP of
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(20 - HT) minutes, minimum one
(20 - HT) minutes, minimum one
minute.
minute.
5 – You hit a solid object (wall, floor,
5 – You hit a solid object (wall, floor,
etc.) instead of striking your foe or
etc.) instead of striking your foe or
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weapon’s damage, but based on
weapon’s damage, but based on
your ST rather than his.
your ST rather than his.
6 – As 5, but half damage only.
6 – As 5, but half damage only.
Exception: If attacking with natural
Exception: If attacking with natural
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see Duration of Crippling Injuries,
see Duration of Crippling Injuries,
p. 422).
p. 422).
7 – You stumble. On an attack, you
7 – You stumble. On an attack, you
advance one yard past your opponent
advance one yard past your opponent
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you! On a parry, you fall down;
you! On a parry, you fall down;
see 8.
see 8.
8 – You fall down!
8 – You fall down!
9, 10, 11 – You lose your balance. You
9, 10, 11 – You lose your balance. You
can do nothing else (not even a free
can do nothing else (not even a free
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your active defenses are at -2 until
your active defenses are at -2 until
then.
then.
12 – You trip. Make a DX roll to avoid
12 – You trip. Make a DX roll to avoid
falling down. Roll at DX-4 if kicking,
falling down. Roll at DX-4 if kicking,
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normal failure (e.g., DX-8 for a
normal failure (e.g., DX-8 for a
Jump Kick).
Jump Kick).
13 – You drop your guard. All your
13 – You drop your guard. All your
active defenses are at -2 for the
active defenses are at -2 for the
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your next turn counts double! This
your next turn counts double! This
is obvious to nearby opponents.
is obvious to nearby opponents.
14 – You stumble; see 7.
14 – You stumble; see 7.
15 – You tear a muscle. Take 1d-3 of
15 – You tear a muscle. Take 1d-3 of
injury to the limb you used (to one
injury to the limb you used (to one
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heals. Reduce this penalty to -1
heals. Reduce this penalty to -1
if you have High Pain Threshold.
if you have High Pain Threshold.
16 – You hit a solid object; see 5.
16 – You hit a solid object; see 5.
17 – You strain a limb or pull a muscle,
17 – You strain a limb or pull a muscle,
as in 4. Exception: An IQ 3-5
as in 4. Exception: An IQ 3-5
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a surrender position (throat bared,
a surrender position (throat bared,
belly exposed, etc.).
belly exposed, etc.).
18 – You knock yourself out; see 3.
18 – You knock yourself out; see 3.
Fighters that cannot fall down (e.g.,
Fighters that cannot fall down (e.g.,
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Details are up to the GM – perhaps
Details are up to the GM – perhaps
your opponent steps on you!
your opponent steps on you!
Fliers and swimmers: Treat any “fall
Fliers and swimmers: Treat any “fall
down” result as being forced into an
down” result as being forced into an
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attack, -3 to defend).
attack, -3 to defend).


==See Also==
* [[Critical Spell Failure Table]]
* [[Degree of Success or Failure]]


[[Category:Tables]]
[[Category:Tables]]
[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 06:43, 12 April 2014

Critical Success and Failure

A roll of 3 or 4 is always a critical success.

A roll of 5 is a critical success if your effective skill is 15+.

A roll of 6 is a critical success if your effective skill is 16+.

A roll of 18 is always a critical failure.

A roll of 17 is a critical failure if your effective skill is 15 or less; otherwise, it is an ordinary failure.

Any roll of 10 greater than your effective skill is a critical failure: 16 on a skill of 6, 15 on a skill of 5, and so on.

Critical Hit Table

All doublings or triplings of damage refer to basic damage (not injury). In all cases, the target gets no active defense against the attack.

3 – The blow does triple damage.

4 – The target's DR protects at half value (round down) after applying any armor divisors.

5 – The blow does double damage.

6 – The blow does maximum normal damage.

7 – If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted.

8 – If any damage penetrates DR, it inflicts double normal shock (to a maximum penalty of -8). If the injury is to a limb or extremity, that body part is crippled as well. This is only a "funny-bone" injury: crippling wears off in (16 - HT) seconds, minimum two seconds, unless the injury was enough to cripple the body part anyway.

9, 10, 11 – Normal damage only.

12 – Normal damage, and the victim drops anything he is holding, regardless of whether any damage penetrates DR.

13, 14 – If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted.

15 – The blow does maximum normal damage.

16 – The blow does double damage.

17 – The target's DR protects at half value (round down) after applying any armor divisors.

18 – The blow does triple damage.

This page has not been finished up!

Critical Head Blow Table

Use this table only for critical hits to the head (face, skull, or eye). In all cases, the target gets no active defense against the attack.

3 – The blow does maximum normal damage and ignores the target’s DR.

4, 5 – The target’s DR protects at half value (round up) after applying any armor divisors. If any damage penetrates, treat it as if it were a major wound, regardless of the actual injury inflicted.

6, 7 – If the attack targeted the face or skull, treat it as an eye hit instead, even if the attack could not normally target the eye! If an eye hit is impossible (e.g., from behind), treat as 4.

8 – Normal head-blow damage, and the victim is knocked off balance: he must Do Nothing next turn (but may defend normally).

9, 10, 11 – Normal head-blow damage only.

12, 13 – Normal head-blow damage, and if any damage penetrates DR, a crushing attack deafens the victim (for recovery, see Duration of Crippling Injuries, p. 422), while any other attack causes severe scarring (the victim loses one appearance level, or two levels if a burning or corrosion attack).

14 – Normal head-blow damage, and the victim drops his weapon (if he has two weapons, roll randomly to see which one he drops).

15 – The blow does maximum normal damage.

16 – The blow does double damage.

17 – The target’s DR protects at half value (round up) after applying any armor divisors.

18 – The blow does triple damage.

Critical Miss Table

3, 4 – Your weapon breaks and is useless. Exception: Certain weapons are resistant to breakage. These include solid crushing weapons (maces, flails, mauls, metal bars, etc.); magic weapons; firearms (other than wheel-locks, guided missiles, and beam weapons); and fine and very fine weapons of all kinds. If you have a weapon like that, roll again. Only if you get a “broken weapon” result a second time does the weapon really break. If you get any other result, you drop the weapon instead. See Broken Weapons (p. 485).

5 – You manage to hit yourself in the arm or leg (50% chance each way). Exception: If making an impaling or piercing melee attack, or any kind of ranged attack, roll again. If you get a “hit yourself” result a second time, use that result – half or full damage, as the case may be. If you get something other than “hit yourself,” use that result.

6 – As 5, but half damage only.

7 – You lose your balance. You can do nothing else (not even a free action) until your next turn, and all your active defenses are at -2 until then.

8 – The weapon turns in your hand. You must take an extra Ready maneuver before you can use it again.

9, 10, 11 – You drop the weapon. Exception: A cheap weapon breaks; see 3.

12 – As 8.

13 – As 7.

14 – If making a swinging melee attack, your weapon flies 1d yards from your hand – 50% chance straight forward or straight back. Anyone on the target spot must make a DX roll or take half damage from the falling weapon! If making a thrusting melee attack or any kind of ranged attack, or parrying, you simply drop the weapon, as in 9.

15 – You strain your shoulder! Your weapon arm is “crippled.” You do not have to drop your weapon, but you cannot use it, either to attack or defend, for 30 minutes.

16 – You fall down! If making a ranged attack, see 7 instead.

17, 18 – Your weapon breaks; see 3.

Unarmed Critical Miss Table

Use this table only for critical misses on unarmed attacks (bites, claws, grapples, head butts, kicks, punches, slams, etc.) or parries, including those by animals.

3 – You knock yourself out! Details are up to the GM – perhaps you trip and fall on your head, or walk facefirst into an opponent’s fist or shield. Roll vs. HT every 30 minutes to recover.

4 – If attacking or parrying with a limb, you strain it: take 1 HP of injury and the limb is “crippled.” You cannot use it, either to attack or defend, for 30 minutes. If biting, butting, etc., you pull a muscle and suffer moderate pain (see Irritating Conditions, p. 428) for the next (20 - HT) minutes, minimum one minute.

5 – You hit a solid object (wall, floor, etc.) instead of striking your foe or parrying his attack. You take crushing damage equal to your thrusting damage to the body part you were using; DR protects normally. Exception: If attacking a foe armed with a ready impaling weapon, you fall on his weapon! You suffer the weapon’s damage, but based on your ST rather than his.

6 – As 5, but half damage only. Exception: If attacking with natural weapons, such as claws or teeth, they break: -1 damage on future attacks until you heal (for recovery, see Duration of Crippling Injuries, p. 422).

7 – You stumble. On an attack, you advance one yard past your opponent and end your turn facing away from him; he is now behind you! On a parry, you fall down; see 8.

8 – You fall down!

9, 10, 11 – You lose your balance. You can do nothing else (not even a free action) until your next turn, and all your active defenses are at -2 until then.

12 – You trip. Make a DX roll to avoid falling down. Roll at DX-4 if kicking, or at twice the usual DX penalty for a technique that requires a DX roll to avoid mishap even on a normal failure (e.g., DX-8 for a Jump Kick).

13 – You drop your guard. All your active defenses are at -2 for the next turn, and any Evaluate bonus or Feint penalty against you until your next turn counts double! This is obvious to nearby opponents.

14 – You stumble; see 7.

15 – You tear a muscle. Take 1d-3 of injury to the limb you used (to one limb, if you used two), or to your neck if biting, butting, etc. You are off balance and at -1 to all attacks and defenses for the next turn. You are at -3 to any action involving that limb (or to any action, if you injure your neck!) until this damage heals. Reduce this penalty to -1 if you have High Pain Threshold.

16 – You hit a solid object; see 5.

17 – You strain a limb or pull a muscle, as in 4. Exception: An IQ 3-5 animal fails so miserably that it loses its nerve. It will turn and flee on its next turn, if possible. If backed into a corner, it will assume a surrender position (throat bared, belly exposed, etc.).

18 – You knock yourself out; see 3. Fighters that cannot fall down (e.g., snakes, and anyone already on the ground): Treat any “fall down” result as 1d-3 of general injury instead. Details are up to the GM – perhaps your opponent steps on you!

Fliers and swimmers: Treat any “fall down” result as being forced into an awkward flying or swimming position with the same effective results (-4 to attack, -3 to defend).

See Also