TEXT: www.dndadventure.com Critical Hit Table 
  % Roll 
  Result 
  Slashing Weapon 
  Blunt Weapon 
  Piercing Weapon 
  1-30 
  Hard hit 
  2x damage 
  2x Damage 
  2x Damage 
  31-40 
  Powerful hit 
  2x damage, chance shield 
  breaks 
  2x damage, chance shield 
  breaks 
  2x damage, roll DEX or be 
  knocked down 
  41-65 
  Massive hit 
  3x Damage 
  3x Damage 
  3x Damage 
  66-69 
  Eviscerating hit 3x damage, chance shield 
  breaks 
  3x damage, chance shield 
  breaks 
  3x damage, roll DEX or be 
  knocked down 
  70 
  Hand 
  Slashed open, –1 to combat 
  Smashed, –1 to combat 
  Punctured muscle, –1 to combat 
  71 
  Hand 
  Lose 1 finger 
  1d4 fingers broken, hand 
  incapacitated 
  Punctured muscle, –1 to combat 
  72 
  Hand 
  Lose 1d4 fingers, hand 
  incapacitated (shield) 
  Broken, hand incapacitated 
  (shield) 
  Muscle pierced, hand 
  incapacitated 
  73 
  Foot 
  Slashed open, ½ move 
  Toe crushed, ½ move 
  Punctured muscle, 1/2 move 
  74 
  Foot 
  Lose 1d2 toes, ½ move 
  Foot smashed, ¼ move 
  Punctured muscle, 1/2 move 
  75 
  Leg 
  Slashed open, ½ move 
  Crushed thigh, roll DEX or fall, 
  ½ move 
  Punctured thigh, roll DEX or fall, 
  ½ move (shield) 
  76 
  Leg 
  Removed at ankle, opponent 
  falls 
  Broken knee, ¼ move 
  Punctured thigh, roll DEX or fall, 
  ¼ move 
  77 
  Leg 
  Removed at knee, opponent falls Broken hip bone, opponent falls, 
  ¼ move (shield) 
  Split knee, fall, ½ move 
  78 
  Leg 
  Removed just below hip, 
  opponent falls (shield) 
  Broken shin, opponent falls, ¼ 
  move 
  Split knee, fall, ¼ move 
  79 
  Arm 
  Wrist removed 
  Broken wrist, drop item 
  Pierced wrist, –1 to combat 
  80 
  Arm 
  Elbow removed 
  Broken elbow, drop item (shield) Torn shoulder, –1 to combat 
  81 
  Arm 
  Arm removed just below 
  shoulder (shield) 
  Broken, shoulder incapacitated, 
  drop item 
  Torn, shoulder incapacitated 
  (shield) 
  82 
  Abdominal 
  Ripped open, guts hanging out, 
  roll STR or fall 
  Smashed guts, roll STR or fall 
  Punctured guts, roll STR or fall 
  83 
  Abdominal 
  Ripped open, guts hanging out, 
  stunned 1 round  
  Crushed guts, stunned 1 round 
  (shield) 
  Stabbed, death (shield) 
  84 
  Abdominal 
  Ripped open, death 
  Pulped guts, Death 
  Stabbed, death 
  85 
  Chest and neck Lung slashed, –1 to combat 
  Shoulder smashed, –1 to 
  combat (shield) 
  Lung pierced, –1 to combat 
  (shield) 
  86 
  Chest and neck Rib broken, stunned 1 round 
  Shoulder crushed, –1 to combat Lung pierced, stunned 1 round 
  (shield) 
  87 
  Chest and neck Chest slashed open, death 
  (shield) 
  Rib Broken, stunned 1 round 
  (shield) 
  Lung pierced, stunned 1 round 
  88 
  Chest and neck Throat cut, no speech (helm) 
  Rib broken, stunned 1 round 
  Chest pierced, defender 
  incapacitated (shield) 
  89 
  Chest and neck Throat cut, no speech 
  Rib cage broken, defender 
  incapacitated (shield) 
  Heart pierced, death (shield) 
  90 
  Chest and neck Chest slashed, opponent –2 to 
  combat 
  Chest crushed, opponent –2 to 
  combat 
  Heart pierced, death 
  91 
  Chest and neck Throat cut, death (helm) 
  Chest crushed, death (shield) 
  Throat pierced, no speech 
  (helm) 
  92 
  Chest and neck Throat cut, death 
  Chest crushed, death 
  Throat pierced, no speech 
  93 
  Head 
  Eye removed, stunned 1 round 
  (helm) 
  Skull hit, stunned 1 round, lose 
  1d4 INT (helm) 
  Throat pierced, death (helm) 
  94 
  Head 
  Eye removed, stunned 1 round, 
  helm removed 
  Skull hit, stunned 1 round, lose 
  1d4 INT 
  Throat pierced, death 
  95 
  Head 
  Ear removed (helm) 
  Skull hit, stunned 1 round, lose 
  2d4 INT (helm) 
  Eye removed (helm) 
  96 
  Head 
  Ear removed, helm removed 
  Skull hit, stunned 1 round, lose 
  2d4 INT 
  Eye removed, helm removed 
  97 
  Head 
  (1-3) Nose, (4-5) teeth 
  shattered (helm) 
  (1-3) Nose, (4-5)teeth crushed 
  (helm) 
  Skull hit, stunned 1 round, lose 
  1-4 INT (helm) 
  98 
  Head 
  (1-3) Nose, (4-5) teeth 
  shattered 
  (1-3) Nose, (4-5)teeth crushed 
  Skull hit, stunned 1 round, lose 
  1-4 INT (helm) 
  99 
  Head 
  Decapitated, death (helm) 
  Skull crushed, death (helm) 
  Skull pierced, death (helm) 
  00 
  Head 
  Decapitated, death 
  Skull crushed, death 
  Skull pierced, death 
   
  
   
  www.dndadventure.com Fumble Table 
  % Roll 
  Result 
  Fumble Effect 
  1-25 
  Distracted 
  Trip, roll DEX or fall 
  26-39 
  Clumsy 
  Fall, roll DEX or drop primary weapon 
  40-50 
  Very clumsy 
  Fall and drop primary weapon, roll DEX or be stunned for 1 round 
  51-53 
  Useless 
  Fall and become stunned for 1 round 
  54-57 
  Dazed 
  Fall, drop primary weapon, and be stunned for 1 round 
  58-59 
  Stunned 
  Fall and become stunned for 1d4 rounds 
  60 
  Dazed and 
  stunned 
  Fall, drop primary weapon, and be stunned for 1d4 rounds 
  61 
  Unconscious 
  Fall, knocked head on floor, knocked out for 1d4 rounds 
  58-62 
  Inept 
  Weapon disarmed by opponent and thrown d20 feet in random direction 
  63-65 
  Very inept 
  Weapon or appendage breaks or is broken 
  66-67 
  Klutz 
  Twist ankle, 1/2 move 
  68-69 
  Dangerous klutz Twist knee, 1/4 move 
  70 
  Untrained 
  Twist wrist, weapon arm incapacitated, drop weapon 
  71 
  Vulnerable 
  Opponent steps on foot, go last next round 
  72 
  Knocked silly 
  Helm twists, blind till end of next round, roll again if no helm 
  73-74 
  Poor judgment Wrong move, opponent's next attack is at +4 to hit 
  75-76 
  Blocked with 
  hand 
  Knuckles hit, -4 to hit till end of next round 
  77-79 
  Embarrassing 
  Armor piece knocked off, strap cut, belt cut, clothes torn, lose 2 armor class till 
  fixed 
  80 
  Staggering in 
  pain 
  Opponent's parry hits groin, 1/2 move, -4 to hit for 3 rounds 
  81 
  Numbness 
  Opponent's parry hits funny bone in weapon arm, -2 damage for 3 rounds 
  82 
  Irritating 
  Dirt blinds one eye, -1 to hit till cleaned 
  83 
  Very irritating 
  Dirt blinds two eyes, -3 to hit till cleaned 
  84-85 
  Fool 
  Hit self, normal damage 
  86 
  Useless fool 
  Hit self, normal damage and stunned for 1 round 
  87-88 
  Moron 
  Hit self, double damage 
  89 
  Useless moron 
  Hit self, double damage and stunned for 1 round 
  90 
  Complete 
  moron 
  Hit self, critical hit 
  91-92 
  Unaware 
  Hit friend, normal damage 
  93 
  Very unaware 
  Hit friend, normal damage and friend stunned for 1 round 
  94-95 
  Unaware moron Hit friend, double damage 
  96 
  Liability 
  Hit friend, double damage and friend stunned for 1 round 
  97 
  Big liability 
  Hit friend, critical hit 
  98 
  Bad 
  Roll twice on fumble table, if this comes up again re-roll 
  99 
  Very bad 
  Roll three times on fumble table, if this comes up again re-roll 
  00 
  Disastrous 
  Roll three times on fumble table, if this comes up again add two more rolls 
   
  
    
  Feel like the game is getting dull?  Feel as if combats present no real threat, hmm?  Well add some 
  then!  Originally the “critical hits and bad misses” appeared in the Dragon magazine many years back.  
  Our group has been playing with them from the start and we love them.  Both players and DMs agree that 
  it adds life and surprise to the game.  After a while we made some new tables with better rules to spice up 
  our combats.  We present them to you so you may enjoy “critting” that demon or “cutting down to size” 
  that irritating party of do-gooders.  Sure some players will whine and complain that the idea of some dirty 
  kobold getting an insta-kill against their 20th level barbarian is silly but is it really?  Luck is a factor of 
  combat, these tables just spread it out more.  With the good rolls and bad rolls we have come to 
  appreciate crits and fumbles a lot.  We could not think of playing without them. 
   
  How it works: When a player or monster makes an attack roll there is a chance to critical or fumble.  The 
  difference of what is needed to hit and the final modified hit roll is the percent chance to critical.  The 
  difference of what was needed to hit and the final modified miss roll is the percent chance to fumble. 
   
  If a 1 is rolled an addition +35% is added to the fumble roll. 
   
  If a 20 is rolled the percent chance is doubled for the critical. 
   
  Crossbows: Light crossbows multiply critical percents by 1.5x and heavy crossbows double critical hit 
  percent chances. 
   
  Damage: The only part of damage that is multiplied is the dice of the weapon and the magic it has.  A 
  +2 long sword can do a maximum of (1d8 +2)x3 for 30 points of critical damage. 
   
  What got hit?: When determining which appendage, leg, arm, foot, or hand use a d6, (1-3 left, 4-6 
  right7) 
   
  Combat Example: Darius the cleric engages in battle with his trusted mace.  Darius is confronted by a 
  mighty ogre and rolls his attack, which is a 3.  Darius needed a modified 12 to hit the ogre so his chance 
  to fumble is 12 - 3 = 9%.  If he had rolled a 1 it would have been much worse. 12 - 1 + 35 (for rolling a 
  1) = 44%.  Elaron seeing that Darius makes a poor warrior, and should stick to healing spells, steps in 
  front of him, but it is the ogre's turn to attack.  The ogre swings at Elaron in a fury of rage scoring a 
  modified 19 on his attack roll.  The ogre needed a 9 to smash Elaron with his club. 19 - 9 = 10% chance 
  to critical.  If the ogre exactly hit with a 9 he would have 0% chance to critical.  Now if the ogre rolled a 
  natural 20 and with all his modifiers for strength and skill brought the result to a 25 the chance to 
  critical would be 25 - 9 = 16 (x2 for natural 20) = 32% chance to critical. 
   
  Called Critical: A player, or monster, may call a critical shot and here is how it works.  A penalty of –2 
  to –12 is applied to the roll for to hit purposes only.  The chance to critical is counted as if there were no 
  penalty on the dice.  If the hit and critical die roll is made that attacker may select his critical. 
   
  -1, -2... to combat: Opponent has a penalty to hit and damage till body location is healed.  If this 
  applies to a hand or arm then only attacks from that appendage are affected. 
   
  Stunned: The target loses a set of attacks. Example 1: they have 3 attacks and have not gone they 
  become stunned for the rest of the round. Example 2: if they have made 1 attack, they lose the other 2 
  and lose 1 attack next round. The target remains stunned till their next action, the last 2 attacks next 
  round. Example 3: if they have already attacked 3 times then they are stunned until the end of next 
  round. 
   
  Parenthesis items: A (helm) or a (shield) next to a critical result means the if the target has the 
  appropriate item the affect does not occur but the maximum damage still does. 
    
  Shield or weapon breaks: On a fumble weapon break if there is no weapon the attacker may break 
  his hand instead, or appendage such as a claw, wing and, mandible so forth. On certain critical hits 
  shields have a chance to break also. 
  
       
  Break chances: appendage (90%), normal item (80%), +1 item (40%), +2 item (30%), +3 item 
  (20%), +4 item (10%), +5 item (5%). 
   
  Fumbles: If the fumble does not apply, roll again till it does apply. 
   
  Appendage Hit: This always results in maximum damage for the weapon.  If a major appendage is 
  removed a constitution check is made for the victim.  Failure results in unconsciousness.  Fingers, nose, 
  and toes removed result in an additional 1 hp a round of damage. 
   
  Incapacitated: If an appendage is incapacitated it is useless.  If the chest or abdomen gets an 
  incapacitated result the victim takes 1d4 additional damage a round and may not do anything but lie 
  there and take it.  Consider them mostly dead.  Severed arms and legs deal 1d4 additional damage per 
  round.  Incapacitated limbs do not cause extra damage. Incapacitated limbs may only be restored by a 
  healing spell of any kind.  If a healing proficiency is used to administer the injury then the limb will 
  become functional in 3 days. 
   
  Healing: When a player has a severed appendage or is incapacitated due to a body blow a successful 
  healing skill roll or at least a cure light wound spell will stop additional damage and repair the wound.  If 
  an appendage is broken or incapacitated, a healing skill roll and a cure light wounds spell or better must 
  be done to set the bone and heal the wound. 
   
  Corporeal Non-Humanoids: If the appendage rolled is not part of the creature, then the result is 
  maximum damage only. 
  Example: beholder, manta-ray, couatl, ixitxachitl 
   
  Non-corporeal or oozes: No critical hits are possible, come on they are made of Jello. 
  Example: ghost, spectre, air elemental, black pudding, green slime. 
   
  Undead: Death hits may not necessarily kill these monsters. 
  Example: zombie, skeleton 
   
  Animals and other appendages: They may be replaced for some criticals when needed. 
  Example: wing (arm), tentacle (arm), mantable (teeth), claw (hand). 
   
  Size: Cant critical what one can't reach. Maximum damage still occurs but appendage is not affected. 
   
   
  Use your own judgment when using the critical and fumble tables.  If the critical does not apply then 
  make a re-roll or just say “no effect”.  Now if you really think about these tables, look at 3E dragons and 
  the bonuses they get to hit.  Larger and nastier creatures get a greater chance to critical. 
  The addition of the crossbow bonus might have you wondering why we did it.  Well when crossbows 
  came out in the middle-ages they were very deadly and we felt the D&D system did not give them 
  justice.  Not too many players will take that good old one-shot heavy crossbow.  Perhaps with the critical 
  tables they might.  Or perhaps the DM might want to save it for some dozen kobolds. 
   
  If you are using 3E in your campaign the critical and fumble tables work just fine.  It can be used the 
  3E way to determine if a critical is scored.  After the critical is determined, roll on the critical chart for 
  effect.  The damage on the chart can adjusted for each weapon from 2x to 4x damage according to 3E. 
   
  Famous sayings: 
   
  “isn’t that a crit?”  The bard player said that after the DM miscalculated the kobold’s chance to 
  critical by 1%, which, in turn, killed the wizard player.  Needless to say the wizard player was not happy. 
   
  “It was a tremendous backstab.”  Yes you guessed it, a 7th level thief with a critical backstab, 3x 
  backstab + 3x critical. 
   
  “fumble-rama!”  Rolling the 99 or 00 results on the fumble charts, most ugly. 
   
  “I save a parry for the cleric.”  After the party’s priest twice fumbled and hit the party with his mace 
  instead of the opponents. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Sheets & Lists/Sheets/Sheets/critical_hit_table_2e.pdf