Difference between revisions of "Critical Hits & Fumbles"

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[[File:Critical Hit.jpg|right|490px]]
 
[[File:Critical Hit.jpg|right|490px]]
When rolling a d20 [[Roll to Hit|to hit]], [[Natural Die Results|natural]] results of "1," "2" and "20" will cause '''fumbles''', '''friendly fire''' and '''critical hits'''.  The effects of these are collected below.
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'''Critical hits and fumbles occur when any combatant makes a [[Natural Die Results|natural roll]] that results in a "1," "2," and "20" on a d20 [[Attacking in Combat|attack die]].  A roll of "20" results in a critical hit, a "1" causes a fumble, and in the case of missile combat, a "2" leads to friendly fire.
  
 
== Critical Hits ==
 
== Critical Hits ==
On rolling a natural 20, the combatant has achieved a '''critical hit'''; this will increase the [[Damage (hit points)|damage]] normally caused. As it stands, the hit will cause double-damage; however, the combatant is allowed to roll a d20 again, and if another 20 is rolled, the damage will be tripled. The d20 is rolled again, and if a third natural 20 is rolled, the damage is quadrupled. This process continues, increasing the damage upwards until the combatant fails to roll a natural 20. Rolls of 1 to 18 are ignored in this process.
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On rolling a natural 20, the combatant has achieved a '''critical hit''', increasing the [[Damage (hit points)|damage]] normally caused. A critical hit initially deals double damage, but the combatant rolls a d20 again to determine if the damage increases further. If another natural 20 is rolled, the damage is tripled. The process repeats: rolling an additional natural 20 increases the multiplier (quadruple damage, quintuple damage, and so on) until a roll fails to land on 20. Rolls of 1 to 18 are ignored in this process.
  
In this procedure, if a natural "19" is rolled following a natural 20, and the target is not wearing a [[Helmet (armour)|helmet]] or other head covering, then the damage is increased as though another natural 20 is rolled, but the d20 is not rolled again. The combatant rolls damage, adjusts it normally for [[Strength (ability stat)|strength]] bonuses, [[Magic Item|magic]] and other modifiers, and then multiplies this damage by 2, 3 or more, as indicated.
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If, at any point during this sequence, a natural 19 is rolled following a natural 20, and the target is not wearing a [[Helmet (armour)|helmet]] or any protective head covering, the damage multiplier increases as if another natural 20 had been rolled. However, the d20 is not rolled again. The combatant then calculates damage, applying [[Strength (ability stat)|strength]] bonuses, [[Magic Item|magic]] effects, and any other modifiers before applying the final multiplier.
  
For example, Erdowan swings with a [[Long Sword (weapon)|long sword]] at a [[Hippogriff|hippogriff]] and rolls a natural 20. He picks up the d20 again and rolls, obtaining a 19. As the hippogriff has no special protective head covering, Erdowan's hit causes triple damage on his sword. He does not reroll the d20. Erdowan rolls a 4 on a d8 for damage. He has a 16 strength and a +1 long sword, so he adds these to his total (6 damage), which he triples for a total of 18 damage. From this damage, the hippogriff suffers a [[Wounds|wound]] and an [[Injury|injury point]].
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: '''For example''', Erdowan swings a [[Long Sword (weapon)|long sword]] at a [[Hippogriff|hippogriff]] and rolls a natural 20. He rolls the d20 again and obtains a 19. Since the hippogriff has no protective headgear, Erdowan’s attack causes triple damage. He does not reroll the d20 further. Erdowan rolls a 4 on a d8 for base damage. With a 16 strength (+1 bonus) and a +1 long sword, his adjusted damage is 6, which is then tripled for a total of 18 damage. The hippogriff suffers a [[Wounds|wound]] and an [[Injury|injury point]].
  
'''Exception''': for a hit to be considered potentially critical, the natural 20 must have a ''modified'' result that is at least 2 points higher than the character needs to hit the target.  For example, Faye is a 1st level [[Cleric (class)|cleric]] who needs a modified 20 to hit Gareth, who has an [[Armour Class|armour class]] (AC) of 0. Faye has no modifiers to hit, so that when she hits AC 0, it fails to meet the criteria of a critical hit.  Faye therefore causes normal damage.
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'''An exception exists'''.  For a hit to be considered potentially critical, the natural 20 must have a ''modified'' result that is at least 2 points higher than the minimum required to hit the target.  '''For example''', Faye, a 1st-level [[Cleric (class)|cleric]], needs a modified 20 to hit Gareth, who has an [[Armour Class|armour class]] (AC) of 0. Faye has no attack modifiers. Since her total modified result is not at least 2 points above the target AC, she does not score a critical hit and instead deals normal damage.
  
== Friendly Fire ==
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== Fumbles ==
When an attacker is firing or hurling a [[Missile Weapons|weapon]], and there is a friendly ally that is within an arc of fire of '''30° to the right or left''' of the target, then on a natural 2, then a '''friendly fire''' hit is applied to the attacker's ally.  This hit is automatic and is not affect by the ally's armour class. The attacker rolls damage and this is applied to the ally, who is subject to normal results accruing from hits.  
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[[File:Dropped_Weapon_Location.png|right|210px]]
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On rolling a natural 1, the combatant has performed a '''fumble''', resulting in the loss of control over their weapon. The weapon is '''dropped''' immediately, and its landing position must be determined by rolling a d8 and consulting the table shown. A roll of 1-2 indicates that the weapon falls at the combatant's feet and may be retrieved the following round — provided they are not forced from their hex by an opponent’s attack. Rolls of 3-8 indicate that the weapon lands in an adjacent hex, either left, right, or above, as shown in the figure.
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If the weapon lands in a hex occupied by an ally, that ally may kick the weapon back to its owner, allowing for quick recovery. Otherwise, the owner must move into the indicated hex to retrieve it. Alternatively, the combatant may choose to draw another weapon and recover the dropped weapon later. However, an enemy may also pick up the weapon if they reach it first, potentially turning the fumble into a greater tactical disadvantage.
  
If there is no ally within the arc of fire as indicated, or if the ally is 8 [[Combat Hex|hexes]] or more beyond the original target, then the friendly fire rule is not applied. Likewise, if the natural 2 would be a successful hit against the enemy target, then the friendly fire rule is not applied.
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[[File:Natural 1.jpg|left|210px]]
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If the hex indicated is occupied by a solid object — such as a building, stone wall, or similar obstruction — the weapon is presumed to have rebounded into the owner's hex, allowing for easy recovery. However, if the hex is an empty space, such as a well, the edge of a [[Cliff|cliff]], a pool of water, a river, or any other hazardous area, the weapon may be difficult or even impossible to retrieve. In such cases, the DM must determine the feasibility of retrieval attempts, taking into account the environment and the character’s available resources.
  
Awarded [[Experience (X.P.)|experience]] is unchanged for the attacker or the target, despite the relationship between the two.
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'''Thrown weapons''' that strike or rebound against hard surfaces must roll to determine if they break. If a thrown weapon results in a successful hit, no break check is required, and the weapon is presumed to be intact. However, if a thrown weapon misses and strikes an unyielding surface, the DM may require a durability check to assess whether the weapon remains usable.
  
'''Exception''': bonuses gained from [[Chant (spell)|chant]], [[Prayer (spell)|prayer]] or [[Martial Spirit|martial spirit]] is not applied to friendly fire damage.
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=== Breaking ===
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If the drop occurs on a metal, stone, or tiled surface, or in an urban environment where the weapon may have struck a nearby pillar or wall, the combatant must roll to determine if the weapon breaks. The chance of breakage is specified on the [[Weapons List|weapons list]] page. A roll of "1" on the designated die indicates that the weapon has broken and is rendered useless. Weapons that fall on dirt, wood, or other soft surfaces do not require a break check.
  
== Friendly Hits ==
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If the weapon is magical, the durability check is more forgiving. Instead of a single roll, two dice of the weapon’s designated type are rolled, and ''both'' must result in a "1" for the magical weapon to break completely. For example, if an ordinary short sword is dropped on a hard surface, the combatant rolls a d6; if the result is a "1," the weapon shatters (a 1 in 6 chance). If the short sword is magical, an additional d20 is rolled; only if both dice land on "1" does the weapon break, permanently losing its magical properties.
Though not technically "fire," when using weapons that require a lot of space, specifically limited to [[Maul (weapon)|mauls]], [[Flail (weapon)|flails]], [[Morning Star (weapon)|morning stars]], [[Pole Arm (weapon)|pole arms]], [[Quarterstaff (weapon)|quarterstaves]], [[Spear (weapon)|spears]], [[Two-handed Sword (weapon)|two-handed swords]] and [[Trident (weapon)|tridents]], then combatants are able to cause '''friendly hits''' to allies in adjacent hexes when a natural 2 is rolled. If more than one ally may be potentially hit, then a random roll is made to determine which one.
 
  
Friendly hits may be suspended if the character possesses the [[Disciplined Swing (sage ability)|disciplined swing]] sage ability.
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However, magic weapons with an enhancement bonus have an additional safeguard. If a magical weapon with a +1 bonus breaks, it is destroyed, but if the weapon is +2 or higher, it does not shatter outright. Instead, its enchantment is reduced by 1, lowering its effectiveness. A [[Sword +1, +4 vs. reptiles|+1, +4 vs. reptiles sword]], for example, would degrade to a non-magical sword against most enemies and would retain only a +3 bonus against reptiles. This progressive degradation prevents immediate loss of valuable magical weapons while still preserving the risk of permanent damage.
  
== Fumbles ==
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== Friendly Fire ==
[[File:Dropped_Weapon_Location.png|right|210px]]
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When an attacker fires or hurls a [[Missile Weapons|weapon]], and a friendly ally is positioned within a 30° arc to the right or left of the intended target, a roll of a natural 2 results in a '''friendly fire''' hit against the ally. This hit is automatic and not affected by the ally’s armour class. The attacker rolls for damage, and the result is applied to the ally as if they had been struck directly, including any secondary effects caused by the hit.
==== Dropping ====
 
On rolling a natural 1, the combatant has performed a '''fumble'''. This will mean that the combatant has dropped their weapon.  Where the weapon falls must be determined. The combatant rolls a d8 and addresses the table shown.  A roll of 1-2 indicates that the weapon has fallen at the feet of the owner and can therefore be scooped up again the following round (provided that the owner is then not driven off that hex by an opponent's attack). Rolls of 3 to 8 will indicate that the weapon has landed in a hex adjacent to the owner's hex: left, right or above, as shown on the right-hand figure.
 
  
If this hex is occupied by an associate, then the weapon can be "kicked" back to its owner; otherwise, the owner must enter the indicated hex to retrieve the weapon. Of course, the owner can always draw another weapon, leaving the dropped weapon to be gotten later; an enemy can also retrieve the weapon if they wish.
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If there is no ally within the designated arc of fire, or if the ally is positioned 8 or more [[Combat Hex|hexes]] beyond the original target, the friendly fire rule is not applied. Similarly, if the natural 2 would have been a successful hit against the intended enemy target, then friendly fire does not occur—the attack instead follows normal hit resolution.
  
[[File:Natural 1.jpg|left|210px]]
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Awarded [[Experience (X.P.)|experience]] remains unchanged for both the attacker and the struck ally, regardless of their relationship. The mishap is treated as an unavoidable consequence of combat rather than an intentional attack.
If the hex indicated is occupied by a solid object (a building or stone wall, for example), then the weapon is presumed to have rebounded into the owner's hex. If the hex indicated is an empty space, such as a well, the edge of a [[Cliff|cliff]], a pool of water, a river or such like, then the weapon will fall and perhaps be difficult or even impossible to retrieve.  In such cases, the DM must judge how to best handle retrieval attempts.
 
  
'''Thrown weapons''' that land or bounce against hard surfaces must also roll to see if they break. If a thrown weapon indicates a successful hit, a break check is not made and the weapon is presumed to be unbroken.
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'''Exception''': Any bonuses gained from [[Chant (spell)|chant]], [[Prayer (spell)|prayer]], or [[Martial Spirit|martial spirit]] do not apply to friendly fire damage. These effects enhance combat against enemies, but they do not influence accidental strikes against allies.
  
==== Breaking ====
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== Friendly Hits ==
If the drop occurs on a metal, stone or tiled surface, or in an urban environment where the weapon may have come into contact with a nearby pillar or wall, then the combatant must roll to determine if the weapon breaks. The chance of a weapon breaking is obtained from the [[Weapons List|weapons list]] page. A "1" on the appropriate die indicates that the weapon has broken and is therefore useless.  Weapons that fall on dirt, wood or other soft surfaces need not roll to see if they break.
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Though not technically "fire," wielders of large or sweeping weapons risk striking allies in adjacent hexes when rolling a natural 2 in combat. This rule applies specifically to the following weapons: [[Maul (weapon)|mauls]], [[Flail (weapon)|flails]], [[Morning Star (weapon)|morning stars]], [[Pole Arm (weapon)|pole arms]], [[Quarterstaff (weapon)|quarterstaves]], [[Spear (weapon)|spears]], [[Two-handed Sword (weapon)|two-handed swords]], and [[Trident (weapon)|tridents]]. When a 2 is rolled, an ally occupying an adjacent hex is struck automatically, regardless of their [[Armour Class|armour class]]. If multiple allies are within range, the DM determines the recipient with a random roll.
  
If the weapon is magical, then two dice of the type indicated for the weapon are both rolled, and ''both'' must turn up as 1s in order for the magical weapon to break.  For example, if an ordinary short sword is dropped, the combatant rolls a d6 and on a 1, the weapon will break (1 in 6).  If the short sword is magical in nature, the character rolls another d20, and will need to roll anything but a 1 or else get a negative result.  If a 1 is rolled, and the magical sword has a bonus of +1, then the sword breaks and the magic is permanently lost. However, if the magical sword has a bonus of +2, the sword does ''not'' break — but it's downgraded in power to +1.  If the magical sword were normally +1, +4 vs. reptiles, then the sword would lose 1 point to both forms of attack, so that it would remain a magical sword (without a bonus) to most enemies, and would have a +3 bonus against reptiles.
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The friendly hit rule reflects the difficulty of controlling large, unwieldy weapons in the midst of combat. However, this risk may be negated if the character possesses the [[Disciplined Swing (sage ability)|disciplined swing]] sage ability, which allows for greater control over such weaponry and prevents accidental strikes against allies.
  
  
See Also,<br>
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See also,<br>
 
[[Attacking in Combat]]<br>
 
[[Attacking in Combat]]<br>
 
[[Multiple Defenders in One Hex]]<br>
 
[[Multiple Defenders in One Hex]]<br>
[[Using Found Objects as Weapons]]<br>
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[[Using Found Objects as Weapons]]

Revision as of 21:49, 18 February 2025

Critical hits and fumbles occur when any combatant makes a natural roll that results in a "1," "2," and "20" on a d20 attack die. A roll of "20" results in a critical hit, a "1" causes a fumble, and in the case of missile combat, a "2" leads to friendly fire.

Critical Hits

On rolling a natural 20, the combatant has achieved a critical hit, increasing the damage normally caused. A critical hit initially deals double damage, but the combatant rolls a d20 again to determine if the damage increases further. If another natural 20 is rolled, the damage is tripled. The process repeats: rolling an additional natural 20 increases the multiplier (quadruple damage, quintuple damage, and so on) until a roll fails to land on 20. Rolls of 1 to 18 are ignored in this process.

If, at any point during this sequence, a natural 19 is rolled following a natural 20, and the target is not wearing a helmet or any protective head covering, the damage multiplier increases as if another natural 20 had been rolled. However, the d20 is not rolled again. The combatant then calculates damage, applying strength bonuses, magic effects, and any other modifiers before applying the final multiplier.

For example, Erdowan swings a long sword at a hippogriff and rolls a natural 20. He rolls the d20 again and obtains a 19. Since the hippogriff has no protective headgear, Erdowan’s attack causes triple damage. He does not reroll the d20 further. Erdowan rolls a 4 on a d8 for base damage. With a 16 strength (+1 bonus) and a +1 long sword, his adjusted damage is 6, which is then tripled for a total of 18 damage. The hippogriff suffers a wound and an injury point.

An exception exists. For a hit to be considered potentially critical, the natural 20 must have a modified result that is at least 2 points higher than the minimum required to hit the target. For example, Faye, a 1st-level cleric, needs a modified 20 to hit Gareth, who has an armour class (AC) of 0. Faye has no attack modifiers. Since her total modified result is not at least 2 points above the target AC, she does not score a critical hit and instead deals normal damage.

Fumbles

Dropped Weapon Location.png

On rolling a natural 1, the combatant has performed a fumble, resulting in the loss of control over their weapon. The weapon is dropped immediately, and its landing position must be determined by rolling a d8 and consulting the table shown. A roll of 1-2 indicates that the weapon falls at the combatant's feet and may be retrieved the following round — provided they are not forced from their hex by an opponent’s attack. Rolls of 3-8 indicate that the weapon lands in an adjacent hex, either left, right, or above, as shown in the figure.

If the weapon lands in a hex occupied by an ally, that ally may kick the weapon back to its owner, allowing for quick recovery. Otherwise, the owner must move into the indicated hex to retrieve it. Alternatively, the combatant may choose to draw another weapon and recover the dropped weapon later. However, an enemy may also pick up the weapon if they reach it first, potentially turning the fumble into a greater tactical disadvantage.

Natural 1.jpg

If the hex indicated is occupied by a solid object — such as a building, stone wall, or similar obstruction — the weapon is presumed to have rebounded into the owner's hex, allowing for easy recovery. However, if the hex is an empty space, such as a well, the edge of a cliff, a pool of water, a river, or any other hazardous area, the weapon may be difficult or even impossible to retrieve. In such cases, the DM must determine the feasibility of retrieval attempts, taking into account the environment and the character’s available resources.

Thrown weapons that strike or rebound against hard surfaces must roll to determine if they break. If a thrown weapon results in a successful hit, no break check is required, and the weapon is presumed to be intact. However, if a thrown weapon misses and strikes an unyielding surface, the DM may require a durability check to assess whether the weapon remains usable.

Breaking

If the drop occurs on a metal, stone, or tiled surface, or in an urban environment where the weapon may have struck a nearby pillar or wall, the combatant must roll to determine if the weapon breaks. The chance of breakage is specified on the weapons list page. A roll of "1" on the designated die indicates that the weapon has broken and is rendered useless. Weapons that fall on dirt, wood, or other soft surfaces do not require a break check.

If the weapon is magical, the durability check is more forgiving. Instead of a single roll, two dice of the weapon’s designated type are rolled, and both must result in a "1" for the magical weapon to break completely. For example, if an ordinary short sword is dropped on a hard surface, the combatant rolls a d6; if the result is a "1," the weapon shatters (a 1 in 6 chance). If the short sword is magical, an additional d20 is rolled; only if both dice land on "1" does the weapon break, permanently losing its magical properties.

However, magic weapons with an enhancement bonus have an additional safeguard. If a magical weapon with a +1 bonus breaks, it is destroyed, but if the weapon is +2 or higher, it does not shatter outright. Instead, its enchantment is reduced by 1, lowering its effectiveness. A +1, +4 vs. reptiles sword, for example, would degrade to a non-magical sword against most enemies and would retain only a +3 bonus against reptiles. This progressive degradation prevents immediate loss of valuable magical weapons while still preserving the risk of permanent damage.

Friendly Fire

When an attacker fires or hurls a weapon, and a friendly ally is positioned within a 30° arc to the right or left of the intended target, a roll of a natural 2 results in a friendly fire hit against the ally. This hit is automatic and not affected by the ally’s armour class. The attacker rolls for damage, and the result is applied to the ally as if they had been struck directly, including any secondary effects caused by the hit.

If there is no ally within the designated arc of fire, or if the ally is positioned 8 or more hexes beyond the original target, the friendly fire rule is not applied. Similarly, if the natural 2 would have been a successful hit against the intended enemy target, then friendly fire does not occur—the attack instead follows normal hit resolution.

Awarded experience remains unchanged for both the attacker and the struck ally, regardless of their relationship. The mishap is treated as an unavoidable consequence of combat rather than an intentional attack.

Exception: Any bonuses gained from chant, prayer, or martial spirit do not apply to friendly fire damage. These effects enhance combat against enemies, but they do not influence accidental strikes against allies.

Friendly Hits

Though not technically "fire," wielders of large or sweeping weapons risk striking allies in adjacent hexes when rolling a natural 2 in combat. This rule applies specifically to the following weapons: mauls, flails, morning stars, pole arms, quarterstaves, spears, two-handed swords, and tridents. When a 2 is rolled, an ally occupying an adjacent hex is struck automatically, regardless of their armour class. If multiple allies are within range, the DM determines the recipient with a random roll.

The friendly hit rule reflects the difficulty of controlling large, unwieldy weapons in the midst of combat. However, this risk may be negated if the character possesses the disciplined swing sage ability, which allows for greater control over such weaponry and prevents accidental strikes against allies.


See also,
Attacking in Combat
Multiple Defenders in One Hex
Using Found Objects as Weapons